This is how the devs decided to kill the melee train meta
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Melee Range Problem
Re: Melee Range Problem
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Re: Melee Range Problem
the decision to not add resolute defense alone ensured thatJaycub wrote:This is how the devs decided to kill the melee train meta
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Re: Melee Range Problem
+1Tiggo wrote:Luuca wrote:If Jumping simply decreased run speed every time you jump, it would help a lot.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?
yeah me likes

Re: Melee Range Problem
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.
Re: Melee Range Problem
Jumping is to other things, like jumping around the city when your bored....


Re: Melee Range Problem
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.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 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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Re: Melee Range Problem
Vigfuss wrote: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.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 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.
Re: Melee Range Problem
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 lolAzuzu 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.
Fusscle of Critical Acclaim
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Re: Melee Range Problem
Vigfuss wrote: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 lolAzuzu 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.
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.
Re: Melee Range 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.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.
Fusscle of Critical Acclaim
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