Melee weapons should hurt a lot more than ranged.

Post » Fri Feb 21, 2014 7:01 pm

Hey all

I think Guild Wars 2 had this where melee weapons would hit harder and have more damage on them than ranged weapons Bows/Magic. I also favour this approach towards Elder Scrolls Online.

The logic behind this is that in Cryodiil A lot of players are going to be ranged pvpers, for a melee player it takes a lot more skill to be able to get in close, and keep your opponent within melee range whilst trying to defeat them than it is to simply target another player from ranged and use your ranged abilities from a distance.

With all the siege equipment to hand as well I believe Elder scrolls online is going to suffer from what almost every other mmo suffers from and that is melee pvpers are going to be at a huge disadvantage in Cryodiil than ranged players. I do not want to punish the players that like to fight at range, but melee players need a bit of help on a vastly ranged dominated battle map. A small buff to melee weapon damage would be a start. Other things I can think of are when characters equipped with a shield use it to block they also give protection bonuses to those plaers that are imediatley behind them (Warhammer online had an ability called "Hold the line" which gave the player ranged immunity for about 8 seconds and gave a ranged protection buff to allies behind him.) abilites like this are needed with so much ranged combat.

As a melee player in Cryodiil I lost count how many times I got killed by ranged attacks, melee fights I could count on my fingers.

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Eibe Novy
 
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Post » Fri Feb 21, 2014 6:31 pm

In that case, melee should not have teleport or charging abilities to close the gap, and ranged abilities should have much much more range.

if you haven't noticed, ranged attacks are quite limited in range (apart from a skill "snipe" at later levels).

I doubt people would like this either way, so what we have is probably the better solution.

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Cash n Class
 
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Post » Sat Feb 22, 2014 3:55 am

I'm pretty sure melee attacks do generally hit harder than ranged attacks. Unless you mean the difference is not big enough?

Like Honn mentioned, you generally can access some kind of gap closer, and these usually cover a long enough distance to restrict a ranged advantage to one or two hits.

With siege battles I think ranged being much more viable than melee can't be helped, there's no way to make the two equal without negating the idea of a "siege". And the flip side is making melee vastly superior than ranged for roaming and taking minor PoIs, and that's hardly desirable either.

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Zoe Ratcliffe
 
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