I13 made meele toons useless


Alvan

 

Posted

There is absolutely no point in playing a meele toon in PvP anymore.

Ranged toons get Brute resists vs everything while beeing able to shoot from range, while meele chars still cant reach them.

Rnaged toons became tankermages or even tankermagehealers in PvP, something all good mmorpgs avoid to not [censored] ppl of.

Why play meele if ranged toons get same resists while being mobile and dealing more damg ?

Those resists must be removed. If ppl want to deal high damg from range and be mobile all time they need a weakness, which used to be low defenses.


 

Posted

It's funny you think that because i and others think quite the opposite.


A nice post from Hammerfall explaining it well..... Source



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Subjective:
In my opinion there is a discrepancy between melee characters and all others ATs currently. This stems from the fact that while most characters do somewhat similar damage, defenses are NOT equal. Melee characters have much better defense which directly makes several changes benefit them.

1. Heal decay. This weakens all other ATs since squishies have to heal lot more frequently in order to survive. Makes melee toons stronger in comparison since they dont have to heal so often due to having good defenses.

2. Selfheal triggering (long) movement suppression. This makes all other toons lot weaker while not touching melee toons nearly as much. Squishies have even bigger trouble trying to kite the opponents as they have to heal a lot in order to survive. On the other hand, this change does not achive what I think it tried to achieve, making it harder to escape from danger. Theres lot of ways to get 'out of jail free'. 9th tier powers.. phase shift.. hibernating stalkers(who invented that anyway)

3. toggles not dropping when mezzed. It is a cool change which I like a lot because it allows lot of toons 'play their own game' better and makes for example fly much more viable pvp power. BUT there no denying that this makes melee toons AGAIN better in practise compared to other toons since there is no way to make defensive toggles drop outside of endurance drain. This change does more good than bad, though I dont want it changed from current status.

4. Lot of direct nerfs to non-melee ATs. Holds and mezzes being laughably weak in practise. Lot of inherents not doing anything. Containment, whats that? Vigilance? Blaster damage nerfed with still no real defenses. Dominators, lol. There is no reason to have a blaster over a scrapper in a pvp team now.. Kiting does not work, melee toons just get the better deal from every angle. PVP buffers been nerfed and made once again much harder to survive. Only a few exceptions to non-melee toons like corrupters (with a functioning inherent which heroes have no equivalent of) with a few saving graces like heat exhaustion (laughably strong now when there is no other way to drop defensive toggles).


Conclusion:
I dont want to nerf melee toons, but improve the others.

GIVE BLASTERS BACK THE UNRESISTABLE DAMAGE PORTION. Corrupters get it, why dont blasters. Currently blasters are too weak in comparison to melee toons.

Make controller and dominator and similar mez-dedicated toons' mezzes couple seconds longer.

Remove movement suppression from selfheals.

Change containment in PVP: Make controllers do unresistable damage when target is held. (Better this than making the mezzes longer tbh)

There must be other ways to improve the rest of the non-melee cast that I cant think of right now.


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CoH PvP SG = SuperUnion - Co-Leader - Union/Freedom
CoV PvP VG = Disruption - Co-Leader - Union/Freedom
Global = @Rent & @Rent.

Playgroup are all **** - Global Handle

 

Posted

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tankermagehealers

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But even healers aren't healers anymore


My MA IDs:
Fiend Space: 211464

 

Posted

I think the OP was looking for the "Creative" section of these boards. Otherwise I vote for Hammerfall. At least his post has some base in reality.




If it has
eyes, you can blind it, if it has blood, you can make it bleed, if it has a mouth, you can make it scream.

 

Posted

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GIVE BLASTERS BACK THE UNRESISTABLE DAMAGE PORTION

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This would make Shen happy (and a lot of other people)


 

Posted

Agreed with everything hammer said, now if only the devs would Listen


 

Posted

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I think the OP was looking for the "Creative" section of these boards. Otherwise I vote for Hammerfall. At least his post has some base in reality.

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Many meele toon players agree with me btw....

How do YOU bring down a superspeeding, bunnyhopping blaster or defender as a meeletoon ?

How do YOU stop them from attacking you while they stay out of your attacks range ?

Tell me why there is a need to give ranged toons higher resists than meele toons ?

You DO know ranged toons or healers are squishy in EVERY mmorpg on the market for a reason.

They trade their ability to deal massive damg from safe range for their squishiness.


Meele trade their better survivability like higher defenses and higher HP for the fact, that they need to REACH their victims in order to do anything.

In 13 ranged toons loose their weakness while meele toons weakness is still the same.


 

Posted

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Many meele toon players agree with me btw....

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That's nice, I'm sure many melee toons disagree as well.

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How do YOU bring down a superspeeding, bunnyhopping blaster or defender as a meeletoon ?

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This is not a new problem introduced with Issue 13, so I fail to see why you bring this up now. If anything the movement suppression, in addition to the increased melee base range, makes it easier to get off more attacks in melee.

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How do YOU stop them from attacking you while they stay out of your attacks range ?

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Please see the above statement.

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Tell me why there is a need to give ranged toons higher resists than meele toons ?

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Because ranged toons, as a general rule, have lower HP and lower non-def/res based mitigation tools.

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You DO know ranged toons or healers are squishy in EVERY mmorpg on the market for a reason.

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What? No. Do your research. Also - again, not an issue introduced with I13. Empaths, for example, if played well were always hard to kill. Now, though, they can't spam Healing Aura while running at max speed.

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They trade their ability to deal massive damg from safe range for their squishiness.

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Yes because Blaster damage is so [censored] OP right now isn't it?


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Meele trade their better survivability like higher defenses and higher HP for the fact, that they need to REACH their victims in order to do anything.

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They also trade survivability for lower damage. This has always been the problem with Melee and, again, was not introduced in Issue 13.

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In 13 ranged toons loose their weakness while meele toons weakness is still the same.

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In Issue 13 ranged toons are all sorts of broken when it comes to damage output. A Stalker spamming LOLSHARKS > a Blaster.

What exactly rolled faces so much that you came and posted this thread? I'd honestly like to know.


 

Posted

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How do YOU bring down a superspeeding, bunnyhopping blaster or defender as a meeletoon ?


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Its called webnade and you don't even have to change your build to get it since you can buy temps for zones and arena.

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How do YOU stop them from attacking you while they stay out of your attacks range ?

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Its called taunt/confront, with the new changes it forces your opponent to close the distance to you to be able to fight back.


 

Posted


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If anything the movement suppression, in addition to the increased melee base range, makes it easier to get off more attacks in melee.

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2 more feet for meele attacks doesnt change anything.
7 feet meele attacks dont matter vs 60 feet ranged attacks whiel bunnyhopping around.

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Because ranged toons, as a general rule, have lower HP and lower non-def/res based mitigation tools.

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Thats WHY they got ranged attacks.Which are the trade for being squishy.

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What? No. Do your research. Also - again, not an issue introduced with I13. Empaths, for example, if played well were always hard to kill. Now, though, they can't spam Healing Aura while running at max speed.

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I played many mmorpg, name ONE where ranged casters have equally high defensive ratings, meele toons have.
They can heal pretty well the Dr on healing arent that bad considering they take like 40% less damg from attacks now.

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Yes because Blaster damage is so [censored] OP right now isn't it?

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Meele damg isnt OP either, they are pretty equal now, still leaving the advantage having ranged attacks to non meele chars.


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They also trade survivability for lower damage. This has always been the problem with Melee and, again, was not introduced in Issue 13.

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But brute resists for all damg types was introduced to squishies in I13.

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What exactly rolled faces so much that you came and posted this thread? I'd honestly like to know.

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I played Warhammer Online for some time.
While its more a PvP game than CoX, they lost incredibly many players for the same PvP imbalance.
PvP in Warhammer was ALL about ranged chars, meele didnt matter at all.
The travel powers in CoX make it even worse, bunnyhopping, flying, superspeeding, superjumping even widens the gap between meele vs ranged.

As for the other poster:

You cant buy webnades in RV.

And taunt doesnt really help much, lowering the range of ranged attacks to 35 or 25 feet ? Big deal when meele attacks have 7 feet range.

Bunnyhopping is the main problem in CoX PvP that creates the imbalanced of ranged vs meele.

Whoever tried to chase and target a bunnyhopping ranged char as a meele char and get more than 1 attack of before the other players is jumping away knows what i mean.

Before I13 that 1 attack dealt way more damg , now with 40% resists to all PLUS defensive patron shields that one attack you get off once in a blue moon doesnt matter at all for the fight, during which the ranged toon easily shoots you from range while staying out of yours.


 

Posted

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You cant buy webnades in RV.

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Why dont you buy them in pocket D ?

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And taunt doesnt really help much, lowering the range of ranged attacks to 35 or 25 feet ? Big deal when meele attacks have 7 feet range.

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Taunt and confront do a -75% to range if i remember righty and since ur using 60 feet as a base that would mean u would drop the ranged attack by 45 feet leaving at just 15 feet so i dont see this as an advanage to range.


 

Posted

Sighs

The "bunnyhopping" you are complaining about is called movement. It's what used to make pvp in CoX so much fun.

Two answers.
Chase them down or bring them to you.

For option 1, just make sure you're movement speeds are high and that you know how to use them.
For option 2, either webnade, tpfoe or use the scenery to block LOS so they have to come back to you.

If you don't believe either is possible then you need to play some more. It's possible to chase 99% of people down with anything other than a granite tank.

It sounds like you fall into the "why don't people stand still when I want to hit them?" camp.

For reference, my spines/sr scrapper was my best zonal pvp character pre I13.

Fahie


 

Posted

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If anything the movement suppression, in addition to the increased melee base range, makes it easier to get off more attacks in melee.

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Whoever tried to chase and target a bunnyhopping ranged char as a meele char and get more than 1 attack of before the other players is jumping away knows what i mean.

Before I13 that 1 attack dealt way more damg , now with 40% resists to all PLUS defensive patron shields that one attack you get off once in a blue moon doesnt matter at all for the fight, during which the ranged toon easily shoots you from range while staying out of yours.

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and now that one attack will cause movent suppression on the target so he can't run off - so you get your second, third and if you need them all the rest you need


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant

 

Posted

The taunt effect replaces a previous application when calculating threat so I suspect this may apply to the debuff as well but you could always get a friendly blaster in the arena to test it.
I am curious as to how many ranged squishies are taking it now.


Mind of Gaia lvl 50 Defiant's first Mind/Storm 'troller.
Deadly Doc 50 Dark/Dark Corr
and lots more on Pinnacle,Union and Defiant

 

Posted

[ QUOTE ]
Sighs

If you don't believe either is possible then you need to play some more. It's possible to chase 99% of people down with anything other than a granite tank.

For reference, my spines/sr scrapper was my best zonal pvp character pre I13.


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No wonder your scrapper was best zonal PvP, since spines is the only set with many ranged attacks for meele toons.

Spines dont count as meele imao.


 

Posted

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I played many mmorpg, name ONE where ranged casters have equally high defensive ratings, meele toons have.
They can heal pretty well the Dr on healing arent that bad considering they take like 40% less damg from attacks now.

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Defense =/= Survivability.

I see your challenge and raise you a Restoration Druid, Holy/Discipline Priest and Holy Paladin in World of Warcraft.


 

Posted

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Sighs

If you don't believe either is possible then you need to play some more. It's possible to chase 99% of people down with anything other than a granite tank.

For reference, my spines/sr scrapper was my best zonal pvp character pre I13.


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No wonder your scrapper was best zonal PvP, since spines is the only set with many ranged attacks for meele toons.

Spines dont count as meele imao.

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Oh no throw spines! If one ranged attack means it's not melee, then your point doesn't apply to RV as every single Melee AT has access to a ranged attack.


 

Posted

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Sighs

If you don't believe either is possible then you need to play some more. It's possible to chase 99% of people down with anything other than a granite tank.

For reference, my spines/sr scrapper was my best zonal pvp character pre I13.


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No wonder your scrapper was best zonal PvP, since spines is the only set with many ranged attacks for meele toons.

Spines dont count as meele imao.

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Oh no throw spines! If one ranged attack means it's not melee, then your point doesn't apply to RV as every single Melee AT has access to a ranged attack.

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2 ranged attacks in Spines + 1 med range aoe, maybe check the set before posting ?

If you find a meele set with ranged attacks, apart from ss and sm with hurl boulder and claws i would be surprised.
Thats far from every single meele set.
And the WoW chars you meantioned above are NO caster types but mostly meele.
Pure healers in WoW cant kill [censored] and you know it.

I played many online games and in everyone i played you traded high damg and ranged , or crowd control and ranged for being squishy.
Thats where the word class canon comes from .............


 

Posted

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2 ranged attacks in Spines + 1 med range aoe, maybe check the set before posting ?

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Check the set yourself

1 ranged attack with a short range ( 40ft )
1 cone attack with a very short range (30ft)
1 pbaoe with an even shorter range ( 15ft, basically melee range )

No AOE's in that set that I can see

In comparison, the epics have 2, 4 and 3 ranged attacks respectively, all of which eclipse the range of impale, up to 80ft in some cases.

Fahie


 

Posted

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2 ranged attacks in Spines + 1 med range aoe, maybe check the set before posting ?

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Check the set yourself

1 ranged attack with a short range ( 40ft )
1 cone attack with a very short range (30ft)
1 pbaoe with an even shorter range ( 15ft, basically melee range )

No AOE's in that set that I can see

In comparison, the epics have 2, 4 and 3 ranged attacks respectively, all of which eclipse the range of impale, up to 80ft in some cases.

Fahie

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Forgot the p infront of aoe big deal :-)


 

Posted

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Forgot the p infront of aoe big deal :-)

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And the B

Completely different power-types though

Fahie


 

Posted

I so shouldn't get involved, but...

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The "bunnyhopping" you are complaining about is called movement. It's what used to make pvp in CoX so much fun.

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Fun for who, exactly?

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1 ranged attack with a short range ( 40ft )
1 cone attack with a very short range (30ft)
1 pbaoe with an even shorter range ( 15ft, basically melee range )

No AOE's in that set that I can see

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Pedants rule, or to be more exact, protray some of the characteristics normally associated with royalty.

It's way easier to hit someone when you need to get within 30 ft than when you need to get within 5 (or even 7). Please don't say otherwise. Your attempt to make your opponent look stupid is just making you look like you don't have an argument, currently.

That's on the specific point, not on thegeneral argument. Do, please, continue.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

Posted

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I so shouldn't get involved, but...

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The "bunnyhopping" you are complaining about is called movement. It's what used to make pvp in CoX so much fun.

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Fun for who, exactly?


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Well .. for me

Joking aside, pvp in many other mmorpgs has no real movement to it I can see. You stand at set distances and fire your spells off at each other.

I like having movement being a key part, but then that is perhaps the part of me that enjoys fps's too.

The same has been said by supergroup members who like pvp too.

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1 ranged attack with a short range ( 40ft )
1 cone attack with a very short range (30ft)
1 pbaoe with an even shorter range ( 15ft, basically melee range )

No AOE's in that set that I can see

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Pedants rule, or to be more exact, protray some of the characteristics normally associated with royalty.


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I think you mean portray, not protray

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It's way easier to hit someone when you need to get within 30 ft than when you need to get within 5 (or even 7). Please don't say otherwise. Your attempt to make your opponent look stupid is just making you look like you don't have an argument, currently.


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I never said otherwise.

The point was made that spines was unique in that it had *lots* of ranged attacks.
I was pointing out ( as someone had briefly mentioned earlier ) that the epics allow for much better ranged attacks than anything spines has inherently.

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That's on the specific point, not on thegeneral argument. Do, please, continue.

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Shan't ... I'm in a bad mood now and shall sulk in another corner of the forum <stomp><stomp><stomp>

Fahie


 

Posted

Try to PvP in GV with your tanks and not your trollers, blasters, defenders or spine scrappers and come here to tell it was fun Fahine :-)

Sure other games dont have the kind of movement CoX has, but thats the reason why they are much more balanced PvP wise.