Melee Range Problem

Chat about everything else - ask questions, share stories, or just hang out.
Skorn
Posts: 67

Re: Melee Range Problem

Post#51 » Wed Sep 16, 2015 4:36 pm

They did work on those CC lock, but there are still too much control in the game, since every class have at least 2 control cd, if not 5/6 for others. You can still CC lock someone if you manage your cd's in fact.

There is a diminishing return , but it only work on one spell at a time (meaning that you can use every cc you have, but the diminishing return will just apply to each skill individually, not a group cc dimminishing return).

This diminishing return, going to an immunity, but as I said, if you manage them well, you won't have any problem to lock them down untill you've killed 'em.

Ads
User avatar
Azuzu
Posts: 551

Re: Melee Range Problem

Post#52 » Wed Sep 16, 2015 4:39 pm

Moeroes wrote:
Azuzu wrote:
Saying melee need buffs to their ability to catch and kill range is another.
Nobody really demanded buffs for melee abilities we just want them to work properly.
My post was specifically replying to the person I quoted, who was saying that melee lacks a moblity tool kit and utility. They went on to describe the way WoW (**** game) does it,.

At the end of my post, I made sure to say, I agree fixing bugs is obvious.
Suzu

Twitch: Watch The Big Ole Critties!

Suzu's UI: My UI

User avatar
Luuca
Posts: 1204

Re: Melee Range Problem

Post#53 » Wed Sep 16, 2015 7:29 pm

The issue as I see it, playing both a melee character and a Rdps/Heals shammy, is that it's not working. Server latency will not improve (as someone said) when we are talking about trans atlantic lines.

Sure my lowbie shammy gets wtf pwnd when any slayer gets within range, but I know all too well just how easy it is to kite when there's a US player trying to kill me versus an EU player. You get to know who's who pretty fast.

On my tank, If I can't hit the target because hes "Skipping through the tulips" right the eff in front of me, well, that's just frustrating as all hell. Does it help if they don't jump - to me, IMO, Yes.

Easy fix seems to me to be to discourage jumping repeatedly. Sure, Kiters gonna jump on rocks, and over fences, that's the way things are; however, if a player kites in an open area by repeatedly jumping while running to exaggerate/take advantage of a know bug, why not penalize them. After all, jumping should slow you down some and jumping every 2 seconds should result in slower speeds.

Given the fact that the Rdps classes already boast a plethora of snares, KB, KD, and some of the best DPS in game, why not remove the one thing that they do that can be considered exploiting a known issue?

All that said, I'm no coder. I don't have a clue what it would take to make jumping more than once every 5 seconds cause the player to slow his run speed by 20% for 5 seconds. but to me, as a fan of the game and a player, it just seems to make sense. Maybe it could be a cumulative effect starting after the second jump within 5 seconds? Add 2% slow per jump after the 2nd jump or something like that.
Last edited by Luuca on Wed Sep 16, 2015 7:32 pm, edited 1 time in total.

User avatar
Renork
Posts: 1208

Re: Melee Range Problem

Post#54 » Wed Sep 16, 2015 7:31 pm

So..like a 0.5s "snare" if jumping when in combat?

User avatar
Luuca
Posts: 1204

Re: Melee Range Problem

Post#55 » Wed Sep 16, 2015 7:37 pm

Renork wrote:So..like a 0.5s "snare" if jumping when in combat?
I dunno man. That, at face value, seems ridiculous. Maybe a better approach would be the cumulative effect I added in edit after. Maybe TEST it at 3% for each jump within 5 seconds of the last jump. 3% isn't going to kill a legitimate second jump attempt over a rock, but 6%, 9%, 12%, 15% (CAP) would add up to eliminate the bunnyhopping your way out of death.

I dunno, I just know that if the AM is plainly running, I can usually catch him on my tank and snare him(note I didn't say kill him). If he's jumping like a fairy, nothing ever lands. ever.

User avatar
Rowdy667
Posts: 30

Re: Melee Range Problem

Post#56 » Sun Sep 20, 2015 3:11 pm

I have the same problem, I play Slayer now, and i played 4 years Choppa on live server, never had this Problem like now, what happen exactly to the melee range? whats diffrent now? just a bug ?

geezereur
Posts: 679

Re: Melee Range Problem

Post#57 » Thu Sep 24, 2015 2:07 am

I roll some range chars for now I think, this jumping out of range is really annoying atm.

User avatar
Valrath
Posts: 44

Re: Melee Range Problem

Post#58 » Thu Sep 24, 2015 2:22 am

I'm like 99% positive it has to do with where you live relevant to where the server is located. I've played lots of WoW private servers and this is a common issue for them. You just have to adjust. Whatever direction your target is running, picture him about 2 or 3 steps ahead.

Ads
User avatar
Grolar
Posts: 511

Re: Melee Range Problem

Post#59 » Thu Sep 24, 2015 2:23 am

Lag is lag. Nothing will change your distance from the server. The speed of your connection will only help you so much. Players 10,000 miles away from the server have a major disadvantage to players 10 miles away.
THUMP - "MEDIOCRE!!" ...Who's laughing now?

Image

User avatar
magter3001
Posts: 1284

Re: Melee Range Problem

Post#60 » Thu Sep 24, 2015 2:44 am

I learned to deal with it when I play my melee characters. Something you gotta get used to I guess, and I live on the west coast too so my latency is through the roof. Don't really feel the need for change as it's not as bad as it was the first year on Live during the REAL Melee bug.
Agrot 35/40 Aggychopp 32/40
Grelin of Magnus/Badlands ;)

Who is online

Users browsing this forum: Martok, Mvl130 and 22 guests