View Full Version : Ranged Defenses
Fallacy
01-04-2008, 05:50 PM
From alot of the RvR footage i've been watching ranged classes (can be read Bright wizard) who are played effectivly have a rediculous advantage over melee classes. Im more then happy that WAR is implementing a startegy based pvp system which includes terrain but i've seen videos of ranged players sitting on cliffs seemingly 40-50ft away from their targets absolutelty lighting them up. To me that seems as if its a bit of an unfair advantage...especially since there will probably be snares involved too. Do you think melee classes, tank archetypes especially will get a ranged defense skill? where they hide behind their shield for a certain amount of time, reducing damage taken by ranged attacks by a certain % while also slowing them or reducing offensive capability?
What are your feelings on the whole topic in general? I'm anxious to hear everyones opinions on this situation, including the people planning on playing ranged dps.
Mutters
01-04-2008, 05:55 PM
You are probably looking for this thread:
http://www.warhammeralliance.com/forums/showthread.php?t=22999
Orghammer
01-04-2008, 05:56 PM
The tank classes may have abilities like that shield one Fallacy talked about, I can't see Mythic ignoring the clear advantage ranged DPS has on high terrain. Even if the said ability is absent in the game, then simple moments can easily take you out of the casters range and force them down.
Fallacy
01-04-2008, 05:59 PM
Haha yeah that thread basically covers what i was asking. Sorry about that....good to know somebody else noticed at least :P
Mutters
01-04-2008, 06:24 PM
last post in that thread was over two weeks ago, I just remembered a thread about it and rolled through my posting history. :) no big deal, we just got lucky on that one. :D
craz1e83
01-04-2008, 08:39 PM
rdps > tank classes > mdps > rdps ...
if you want to kill rdps consistently, roll a mdps :-)
Dont forget that shield classes had an ability called "engage" in daoc. you couldnt attack but your chance to block was increased by like double. I always used this ability to close range on archers.
Would be cool if tanking classes (who has got a shield enabled) could get some ability like this:
Towering Block
- Raises the shield in the air to block incoming ranged damage. Reduces damage taken from ranged sources by 40%, but movement speed is reduced by 75%. Lasts 2 seconds. 5 second cooldown.
It would also cost AP of course. It would be a tactical ability to use while trying to cover ground towards the enemy, or simply for defending yourself.
Lord Tareq
01-05-2008, 01:31 PM
How will 40% damage reduction help when it takes 4 times longer to get to the ranged class?
Jg117
01-05-2008, 01:37 PM
lmao, someone didn't think that through very well. The melee player is essentially taking 200% damage.
Xilbalba
01-05-2008, 03:27 PM
Don't Swordmasters have a skill called "wall of darting steel" that defends themselves and their allies from ranged dmg? I'm sure if that's the case then the other tanks will get something similar in effect.
Of course the catch might be your probably gonna have to be stationary in order to use it so you have the option of standing guard or advancing unprotected under the hail of rdps. All specualtion of course.:cool:
Jg117
01-05-2008, 03:50 PM
I think every class should have an ability to deflect all ranged damage if they're standing still and not doing anything. This way at least someone couldn't kill you by spamming fireballs or something from on top of a cliff or something along those lines.
Fallacy
01-05-2008, 04:02 PM
Yeah...I have to say that i really liked Mutters' solution that he posted in the other thread but i have a feeling that won't be implemented. Just because it seems a bit overly complex for the average player to understand. Also i would imagine that something like that would be very buggy and glitchy and probably an absolute nightmare to have working effectivly.
As for the sword block and other stand still ranged defenses, i have to agree and say that unless they give you something to help close ground, its just about useless. Now i've also heard that alot of the more punishing ranged classes such as BW and SH are really easy to kill, which i think is fair but I still feel that their range is a bit too far. Mabye just shortening it to 30 odd ft or so would be better, so that even if they are standing on a pillar or cliff or ravine or w/e its close enough so that its not a complete B*tch to get to.
Does anyone know what the general range of ranged attacks is right now?
craz1e83
01-06-2008, 09:53 AM
seems to me y ou guys just wanted ranged dps classes to be cannon fodder for everyone else ... if you don't want ranged people to hit you than don't get in their range...
maybe there should be a skill that allows ranged classes to activate to where tehy are immune to melee damage as long as they don't move ... maybe call it force field or something
Fallacy
01-07-2008, 08:39 AM
hahahaha no thats not quite what we are saying...
The differance here is that ranged classes can hit melee classes from a really large distance and do a significant amount of damage while melee classes can only do that from a close distance.
What your saying is completely impractical. We shouldn't have to just move out of range if we want to deal with ranged classes, that solves no problems whatso ever. We just want an ability to help close ground, just liek you guys have abilities to help you Keep ground. Your dps is higher and you also have ranged snares, so to me it would make sense that melee (especially tank classes with their weaker dps) should have abilities to help make combat vs ranged combatants fair. I mean its hard to judge because I've never played in the beta or at a gamesday but just judging from videos alot of the ranged classes absolutley dominate.
Splitty
01-17-2008, 04:19 AM
It is obviously a weakness of ours to be hit from up a cliff where we can't get to them.
But thats an advantage a RDPS wouldhave to acquire, so just don't allow yourself to get into that position..?
Instead of trying to close 40 yards to the Bright Wizard up that big hill, why not turn around and run 2 yards to be out of range?
Bhanqwa
01-17-2008, 04:52 AM
Run, from a stretched out stuntie? Look he roasting allready, just gotta poke stick through im and dere be your snack!
FoulPet
01-18-2008, 02:37 AM
hahahaha no thats not quite what we are saying...
The differance here is that ranged classes can hit melee classes from a really large distance and do a significant amount of damage while melee classes can only do that from a close distance.
What your saying is completely impractical. We shouldn't have to just move out of range if we want to deal with ranged classes, that solves no problems whatso ever. We just want an ability to help close ground, just liek you guys have abilities to help you Keep ground. Your dps is higher and you also have ranged snares, so to me it would make sense that melee (especially tank classes with their weaker dps) should have abilities to help make combat vs ranged combatants fair. I mean its hard to judge because I've never played in the beta or at a gamesday but just judging from videos alot of the ranged classes absolutley dominate.
Your ability to close ground as a tank are called Healers since a few swings and a RDPS is dead you have no chance to heal them.
If you dont have a healer in tow look for a rock to hide behind.
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