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I mean it from a internal class balance perspective and an external one.
Melee skills hit for virtually the same as ranged skills and ranged does not need to keep up with their opponent to do damage.
Melee skills hit for a whole lot more than ranged skills. You really need to check the math on that.
Melee skills hit for a whole lot more than ranged skills. You really need to check the math on that.
Right thats why elementalist and mesmer are never seen on pvp, oh wait.
And rifle and then turret engi before that.
Melee hits harder, almost always cleaves with the exception of Necromancer (hits multiple targets), and is significantly harder to avoid with simple movement (you can walk out of the path of many projectiles.). And many melee classes have tools to gap close that are on shorter cooldowns than anything ranged characters can do to reestablish separation.
The Elementalist you’re seeing in Pvp are usually D/D MELEE builds. Mesemers can hang back slightly because the punishment they’re dealing out comes from homing missiles in the from of shattering clones.
For most of the lifespan of this game Ranged damage has been a tragic joke, with Ranger seeing a buff to longbow that finally made them a plausible threat (and that’s about all, because their damage is still HIGHLY telegraphed and avoidable/predictable) and more recently Dragonhunter longbow offering ranged pressure requiring some attention to fight against, but most of their threat is melee range triggered traps.
Melee is the unabashed KING of GW2.
Melee skills hit for a whole lot more than ranged skills. You really need to check the math on that.
Right thats why elementalist and mesmer are never seen on pvp, oh wait.
…If melee hits for more damage, but ranged strategies are still being played, wouldn’t that suggest the balance is pretty reasonable? (Unless ranged is the ONLY thing being played. I don’t PvP.)
Again, I don’t PvP, but I’ve yet to read a PvE class guide that said “You might as well stick with ranged, you’ll do the same damage.” More frequently I hear people say that melee is too good, because there’s not enough risk in the risk-reward equation, thanks to damage negation.
Melee skills hit for a whole lot more than ranged skills. You really need to check the math on that.
Right thats why elementalist and mesmer are never seen on pvp, oh wait.
…If melee hits for more damage, but ranged strategies are still being played, wouldn’t that suggest the balance is pretty reasonable? (Unless ranged is the ONLY thing being played. I don’t PvP.)
No when it is used pretty much exclusively, it suggests melee does not hit hard enough to make it worth it.
Range is pretty much the only thing played.
(edited by Apolo.5942)
…That’s why I said “Unless ranged is the ONLY thing being played.”
Is ranged the ONLY thing being played? Even with elementalists, it seems like D/D is the more popular aggressive build, with staff being better for PvE/WvW.
On all my characters I’m using melee weapons and ranged on swap if close combat is not safe and that’s only reason to use ranged weapon
I mean it from a internal class balance perspective and an external one.
Melee skills hit for virtually the same as ranged skills and ranged does not need to keep up with their opponent to do damage.
I agree – ranger rapid fire – smooth. Revenant hammer, did I have an opponent? He’s was there for a blink, all I see is dead people. Dragonhunter – hey I’m a ranger on steroids. But alas, theoretically all these skills also do damage melee.
Well, melee is almost exclusively used in PVE by skilled players…so it has some purpose in GW2 in general. I get you are referring only to pvp though. I still see plenty of melee builds in unranked.
Well, melee is almost exclusively used in PVE by skilled players…so it has some purpose in GW2 in general. I get you are referring only to pvp though. I still see plenty of melee builds in unranked.
Oh i play melee pretty much exclusively in unranked, but i would never bring it to a serious game, no way im gimping my self like that.
It really depends on the profession. Generally melee has higher risk but lands greater, more reliable blows, while keeping your distance lowers risk but doesn’t yield higher damage. There’s examples now where this maxim doesn’t hold true but melee will always have its place in bringing pressure. There’s a virtue in getting in the face of your opponent and closing the gap. Especially when heavy hitting ranged weapons like the Mesmer Greatsword or the Ranger Longbow require maximum distance to reach maximum damage potential. Using those weapons in melee range is not ideal.
It really depends on the profession. Generally melee has higher risk but lands greater, more reliable blows, while keeping your distance lowers risk but doesn’t yield higher damage. There’s examples now where this maxim doesn’t hold true but melee will always have its place in bringing pressure.
I would say that is pretty much the norm. hitting 15% does not merit having to stay melee or do 0 damage. Not when classes like Eles and Mesmers can pretty much 1 for 1 your gap closers and or flat out invi away.
Ranger i would say is the most balanced of the ranged classes, but it has no where near the mobility or durability of the other 2.
If you look on the forums you can see that everybody is complaining about the bunker meta. Personally i think damage and durability over all is ok. But there just are not melee classes that can justify bringing their damage, they just dont have enough of it.
I think that what the game needs is to have melee exclusive damage increased. Aoe ranged is for a good reason, the support/pressure build in every other game out there, but its the melee guy the one that deals the damage. We lack this in GW2 and it shows.
Melee skills hit for a whole lot more than ranged skills. You really need to check the math on that.
Right thats why elementalist and mesmer are never seen on pvp, oh wait.
And rifle and then turret engi before that.
Because Mesmer and Elementalist damage is what makes them powerful in pvp. Riiiight.
Move along troll or get gud.
Ps. and because I see it coming that you have no idea, maybe read up why BUNKER builds are dominating pvp at the moment. Has to do with them having insane damage… At least bring some good arguments that don’t show how little clue you have of the game.
Oh and in pve, because every little bit damage more that you can do against braindead npc enemys is a win.
But there just are not melee classes that can justify bringing their damage, they just dont have enough of it.
Ele and Mesmers are only half of the PvP meta and they are used for support/bunkering and not for their dmg. Revenant and Scrapper are meta too, actually more dps focused than ele and mesmers and they are melee/mid range oriented.
I have absolutly 0 problem playing scrapper in ranked.
is this guy for real?
The 4 meta builds all have melee components or are pure melee, herald. Hammer scrapper, tempest has a melee variant (dagger/focus) and the last (mes) is half melee (sword/shield) with ranged options (clones, staff.)
So … by OPs logic melee is clearly overused, i guess nerf melee buff ranged?
Point of melee is to not see your pointer to not see your character to not see your enemies attacks.
This is a new one.
Melee SUX magic ftw
A lot of folks seem to think that at the moment the issue is that certain specs in PvP are just too good at avoiding|negating|blocking damage; that has nothing to do directly with melee vs range, i.e. if melee can’t hit, what difference does it make how hard?
Perhaps that was what the OP was trying to say.
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