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Thread: How to Balance Ranged vs Melee

  1. #161
    Quote Originally Posted by -Klod- View Post
    Put on that bow and show us the mass PvP beauty by poping a special every 11 sec.
    On a shade? Would be as effective as not showing up.
    Dagger 220/30/70 Shade // Attempted 219/24/?? Enforcer // Canidae 180/0/0 Adventurer // World 185/26/32 Meta-Physicist// Cramp 150/20/35 Engineer
    Ya wanna fix something - give RK mobs better xp, make RK matter again.

    Quote Originally Posted by Mamman View Post
    Give shades love or we will stop buffing people!!

  2. #162
    Quote Originally Posted by notcrattey View Post
    On a shade? Would be as effective as not showing up.
    that was him QQing about MP, thats all, read the underlines

  3. #163
    You see a lot of enforcers because many were aimed at tanking. PVM roles determine playerbase more than anything. Enforcers just so happen to be very well off in PVP as well so most people who rolled enfs to tank got lucky. We have no way of knowing how many actual pvp setups there are, but I can assure you that the majority of doctors and enforcers are not setup for pvp.

    Bringing a melee prof to mass pvp is much more annoying than ranged because you have a hard time chasing and assisting and chasing new targets and you also lack 8 and 11 second specials that actually do some damage. The fault for this though is /assist NOT a difference between melee and range, as a zerg based style is incredibly anti-melee...and anti-doc


    Balanced advantages are easy to recognize, as they avoid a simple thing. They do not give anyone an actual stat advantage, only a tactical advantage. Just look at some situational examples and tell me if these would be the balance anyone would want.

    A soldier kites an enforcer and uses FA and Burst, killing the enforcer with capped hits easily. In response, we nerf all specials with a -5% attack rating while moving. Now a fixer has to kite an MA, as trying to tank him would be incredibly dangerous and the MA is ASing the fixer as well. That fixer, however, lands hardly any FA's or bursts and can do almost no damage to the MA.

    A shade has a hard time landing perks on a kiting trader who was perked a few times but ended up lasting until they land a drain and the shade could no longer perk them. In an attempt to balance this, we cause a penalty to evades on a profession equipped with ranged weapons while they are moving. Now, when a trader who was setup with solid defense is running, a doctor standing to the side makes use of the reduced evades. All his pistol perks land, AS crits more easily thanks to the evade reduction, and he tosses in a few Malp's to finish them off. Without the evade reduction, the doctor would not have been able to perk the trader, and they would not have critted either.


    Not all ranged professions should suffer because of the possible over-effectiveness of one profession. Especially not when the problems the melee or ranged profession are causing is profession specific. You cannot ignore the effect your suggestions would have at all levels either.
    Last edited by Gatester; Jun 18th, 2010 at 23:01:38.

  4. #164
    Quote Originally Posted by McKnuckleSamwich View Post
    I feel like if we don't take an idea and exaggerate it it won't get any attention.

    If it doesn't get any attention, nodoby posts.

    if nobody posts, it gets lost in the pile of Etrash.


    If people get huffy, people post and call me names, which equals bad to ok press.

    bad to ok press means more possibilities to discuss relevant ideas and counter retarded elements to the original idea.
    Alternative outcome:

    It gets your thread closed as purposeful trolling, and frequent repetition of this behavior garners infraction points, along with the consequences of that.
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