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Melee Range Problem

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Jaycub
Posts: 3130

Re: Melee Range Problem

Post#31 » Tue Sep 15, 2015 8:47 pm

This is how the devs decided to kill the melee train meta

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Coryphaus
Posts: 2230

Re: Melee Range Problem

Post#32 » Tue Sep 15, 2015 8:51 pm

Jaycub wrote:This is how the devs decided to kill the melee train meta

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the decision to not add resolute defense alone ensured that
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Luth
Posts: 2840

Re: Melee Range Problem

Post#33 » Tue Sep 15, 2015 9:00 pm

Tiggo wrote:
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 ;)
+1 :mrgreen:

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Luuca
Posts: 1204

Re: Melee Range Problem

Post#34 » Tue Sep 15, 2015 9:52 pm

It kinda makes sense in the real world. If you are running and jumping and I'm just running (even though I'm old and fat) I'll catch you or pass you. I'm just not sure that in the land of Fireballs and Orcs if real-world physics apply.

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Azuzu
Posts: 551

Re: Melee Range Problem

Post#35 » Wed Sep 16, 2015 12:07 am

Jumping is to other things, like jumping around the city when your bored....

:lol:
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Vigfuss
Posts: 383

Re: Melee Range Problem

Post#36 » Wed Sep 16, 2015 12:43 am

Luuca wrote:It kinda makes sense in the real world. If you are running and jumping and I'm just running (even though I'm old and fat) I'll catch you or pass you. I'm just not sure that in the land of Fireballs and Orcs if real-world physics apply.
It's a pretty good idea, but it could be a real pain if you miss a jump to a rock or one of the small ledges is GoE. If a slow is applied after jumping, your second jump is less likely to make it over the gap.

It would have to be short duration and only a very small reduction to movement speed, and it still might be a total pain for everyone.
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Azuzu
Posts: 551

Re: Melee Range Problem

Post#37 » Wed Sep 16, 2015 12:59 am

Vigfuss wrote:
Luuca wrote:It kinda makes sense in the real world. If you are running and jumping and I'm just running (even though I'm old and fat) I'll catch you or pass you. I'm just not sure that in the land of Fireballs and Orcs if real-world physics apply.
It's a pretty good idea, but it could be a real pain if you miss a jump to a rock or one of the small ledges is GoE. If a slow is applied after jumping, your second jump is less likely to make it over the gap.

It would have to be short duration and only a very small reduction to movement speed, and it still might be a total pain for everyone.

I think it sounds like a bad idea to help melee.....the archetype that's already the meta. Do we need to give more reasons to run, Slayer x2, Slayer + WL and Mara + Choppa.

Part of kiting well, is being able to jump over things, like fences and hope your opponent can't lol. I know as playing melee dps I hate being kiting, it sucks. I try to keep in mind that kiting is the range dpses only defense and if I catch them, they get blown up. It's unfair for me to expect them to just get blown up.

That being said, the issue of melee not being able to hit their target is obviously a bug. I think it would a better use of resources to address the bug, rather than adding a penalty for jumping. Adding a penalty for jumping is just a band-aid for the bigger problem. Address the issue of melee not being able to hit people and it's not needed.
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Vigfuss
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Re: Melee Range Problem

Post#38 » Wed Sep 16, 2015 1:08 am

Azuzu wrote:
I agree, I think it sounds like a bad idea to help melee.....the archetype that's already the meta. Do we need to give more reasons to run, Slayer x2, Slayer + WL and Mara + Choppa.

Part of kiting well, is being able to jump over things, like fences and hope your opponent can't lol.
It's very easy to mess up melee players by jumping while kiting. It helped a bit on live, but it looks almost like hacking on this server. It's no wonder most of the slayers just spam flurry all day lol
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Azuzu
Posts: 551

Re: Melee Range Problem

Post#39 » Wed Sep 16, 2015 1:15 am

Vigfuss wrote:
Azuzu wrote:
I agree, I think it sounds like a bad idea to help melee.....the archetype that's already the meta. Do we need to give more reasons to run, Slayer x2, Slayer + WL and Mara + Choppa.

Part of kiting well, is being able to jump over things, like fences and hope your opponent can't lol.
It's very easy to mess up melee players by jumping while kiting. It helped a bit on live, but it looks almost like hacking on this server. It's no wonder most of the slayers just spam flurry all day lol

I think fixing melee being able to hit would be a better fix than decreasing movement speed when you jump.

It's better to address the problem head on, rather than symptoms of the problem.
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Vigfuss
Posts: 383

Re: Melee Range Problem

Post#40 » Wed Sep 16, 2015 2:18 am

Azuzu wrote:
I think fixing melee being able to hit would be a better fix than decreasing movement speed when you jump.

It's better to address the problem head on, rather than symptoms of the problem.
Both the melee range and the jumping problem are actually the difference between character location on the client and the server. Fix that and both things should be fixed. Probably easier said than done.
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