Archived Post
09-07-2009, 06:12 PM
Think these changes would go a decent way toward fixing the melee/range problem.
-First remove snare protection from melee snaring powers such as Inexorable Tides and Mighty Leap. Then use that same snare protection and apply it to the chill affect of ice powers while making sure the option to hit z to break chill always shows (only seems to do it about half the time).
-Then give melee end builders interruption on charging powers.
It wont take away the ability for ranged to try and keep melee at bay by running/flying around but what it will do is if a melee does manage to close the gap they are a lot harder to deal with.
We all know that melee has the exact same defenses as ranged. The fact that melee have to close a gap and somehow manage to keep it closed to do their damage all the while being hit for the same (though usually more) damage than they could deal if their opponent was standing still next to them is a bit of a problem. We no longer have that bonus defense and hp a melee class is normally given.
So what this should do is if a melee is able to close the gap its on the ranged to open it back up somehow. They are now constantly moving a bit slower than the melee on them and aren't able to just fire off huge damaging attacks into an enemies face with impunity. They have to work to create the gap the melee worked to close. Be it knockbacks or evasive manuevers type powers. Maybe allow powers in the Close Attack and Close Area Attack part of power set to also be immune to the interrupt. So melee can fight melee fine and ranged still has options when forced to fight up close like Force Eruption and Pyre.
Think this would work well to make it so strategy is needed on both sides instead of throwing a simple patch at the problem like adding a /stick or /follow command for melee. Still have to stay close yourself using your own means but melee become a bit more dangerous after they manage to close the gap.
It would also make melee end builders actuall useful. Right now they are nothing but a drawback and most melee characters that actually plan to do any pvp have started taking ranged energy builders. Turning them all into hybrids.
Obviously the interrupt would be for pvp only.
-First remove snare protection from melee snaring powers such as Inexorable Tides and Mighty Leap. Then use that same snare protection and apply it to the chill affect of ice powers while making sure the option to hit z to break chill always shows (only seems to do it about half the time).
-Then give melee end builders interruption on charging powers.
It wont take away the ability for ranged to try and keep melee at bay by running/flying around but what it will do is if a melee does manage to close the gap they are a lot harder to deal with.
We all know that melee has the exact same defenses as ranged. The fact that melee have to close a gap and somehow manage to keep it closed to do their damage all the while being hit for the same (though usually more) damage than they could deal if their opponent was standing still next to them is a bit of a problem. We no longer have that bonus defense and hp a melee class is normally given.
So what this should do is if a melee is able to close the gap its on the ranged to open it back up somehow. They are now constantly moving a bit slower than the melee on them and aren't able to just fire off huge damaging attacks into an enemies face with impunity. They have to work to create the gap the melee worked to close. Be it knockbacks or evasive manuevers type powers. Maybe allow powers in the Close Attack and Close Area Attack part of power set to also be immune to the interrupt. So melee can fight melee fine and ranged still has options when forced to fight up close like Force Eruption and Pyre.
Think this would work well to make it so strategy is needed on both sides instead of throwing a simple patch at the problem like adding a /stick or /follow command for melee. Still have to stay close yourself using your own means but melee become a bit more dangerous after they manage to close the gap.
It would also make melee end builders actuall useful. Right now they are nothing but a drawback and most melee characters that actually plan to do any pvp have started taking ranged energy builders. Turning them all into hybrids.
Obviously the interrupt would be for pvp only.