Too much projectile hate?
There is way too much easy projectile hate right now and it is totally killing some builds that I think would be pretty strong.
This wont get changed though, I am pretty sure ANet balance devs dont think this deeply about balance and skill types. Just look at all of those that are from HoT alone.
Projectile hate is fairly balanced because this is a projectile meta. Without it, p/p thieves and longbow rangers would be way to strong.
Projectile hate is fairly balanced because this is a projectile meta. Without it, p/p thieves and longbow rangers would be way to strong.
P/P thieves…you’re hilarious.
Take 2 players.
They duel.
One is melee. The other is ranged.
At 180 range they can both hit each other.
At 300 range one hit the other, the other has very few skills that will hit.
At 600 range one can hit the other, the other can’t hit until their back at 180 range.
At 900 range one can hit, the other can’t hit until their back at 180 range.
At 1200 units one can hit, the other can’t until their back at 180 range.
At 2000 units one can possibly hit, the other can’t until back at 180 range.
At 200 perch height one can hit the other can’t.
Observations;
Range is its own defense. Range has more opportunities of strike than melee.
Conclusions;
Anti projectile/reflect/deflect skills are needed to put range vs melee weapons on an even tier.
Result;
We have multiple ranged attacks and types in straight, piercing, rebounding, unblockable. Ergo we need multiple forms of projectile hate from blocking, deflecting, reflecting.
Overall deduction;
All’s fair in love and war.
Who needs ranged single-to-limited-#-of-foes attacks when the game gives you spammable AoE nukes which also mostly carry crowd control conditions?
Usually in rpgs mele do more damage due ranged can deliver damage much sooner, but in GW2 both (mele and ranged) are crap due AoE can do both things at once.
So, setting aside the current class-level problems with the meta, I think there’s just too much projectile hate in the game with all the HoT changes and that this is really cutting down on build diversity. I mean, consider the following skills that are all staples of current meta builds:
Scrapper: Defense Shield and Electro Whirl
Chrono: Master of Fragmentation (reflect on Distortion)
Druid: Staff 5
Tempest: Swirling Winds and Magnetic Aura
Dragonhunter: Zealot’s DefenseConsidering that all but two of those anti-projectile skills are full on reflects, it’s no wonder that gun flame warriors don’t stand a chance and that Grenade Kit on Engis is dead.
Gun Flame Warriors have the least trouble with it due to Signet of Might. If a projectile is unblockable, it also ignores all anti-projectile skills.
zealot’s defense roots you in place and can in fact be reflected back by projectile reflectors…
Take 2 players.
They duel.
One is melee. The other is ranged.
At 180 range they can both hit each other.
At 300 range one hit the other, the other has very few skills that will hit.
At 600 range one can hit the other, the other can’t hit until their back at 180 range.
At 900 range one can hit, the other can’t hit until their back at 180 range.
At 1200 units one can hit, the other can’t until their back at 180 range.
At 2000 units one can possibly hit, the other can’t until back at 180 range.
At 200 perch height one can hit the other can’t.Observations;
Range is its own defense. Range has more opportunities of strike than melee.Conclusions;
Anti projectile/reflect/deflect skills are needed to put range vs melee weapons on an even tier.Result;
We have multiple ranged attacks and types in straight, piercing, rebounding, unblockable. Ergo we need multiple forms of projectile hate from blocking, deflecting, reflecting.Overall deduction;
All’s fair in love and war.
No cat sherlock.
The topic isnt a dictionary explanation, but how strong each side currently is. And its projectiles specifically.
Projectiles are dead basically.
A year ago a focus ele alone could shutdown a ranger or power necro team.
Now we have focus ele being musthave meta, with potential another and shared reflect aura
+
Like others said, evrzone getting EASY FREE reflects with big uptimes.
Take 2 players.
They duel.
One is melee. The other is ranged.
At 180 range they can both hit each other.
At 300 range one hit the other, the other has very few skills that will hit.
At 600 range one can hit the other, the other can’t hit until their back at 180 range.
At 900 range one can hit, the other can’t hit until their back at 180 range.
At 1200 units one can hit, the other can’t until their back at 180 range.
At 2000 units one can possibly hit, the other can’t until back at 180 range.
At 200 perch height one can hit the other can’t.Observations;
Range is its own defense. Range has more opportunities of strike than melee.Conclusions;
Anti projectile/reflect/deflect skills are needed to put range vs melee weapons on an even tier.Result;
We have multiple ranged attacks and types in straight, piercing, rebounding, unblockable. Ergo we need multiple forms of projectile hate from blocking, deflecting, reflecting.Overall deduction;
All’s fair in love and war.
In practice, rarely is ranged at such an advantage. Melee can easily line of sight and tends to have plenty of gap closers, may of which are also CC.
This is why the OP classes in games like WoW aren’t necessarily ranged, even though ranged characters in that game can do just as much if not more DPS.
that and in this game there are things called “nodes” where the ranged classes must get to eventually instead of camping at 1200 range all day.