Development Cycle Archive
Thread: Publish 7 Feedback: Combat Changes
If melee defense only kicks in when holding a melee weapon and ranged defense only kicks in when holding a ranged weapon this is not only unrealstic but it makes no sense at all.
For one thing most melee professions give ranged defense mods as well as melee mods. If the above sentence is true then these bonuses given to all the classes are pointless.
Can we get a definative answer one way or the other on this?
It sounds like the increased to hit that melee combat gets against ranged weapon weilders has been increased to much in this patch.
I know that pistoleers rely on their dodge to avoid being hit, by reducing it somuch they have been severly compromised.
Pykla wrote:
Please answer our question, what are the hard caps on defence mods, what mods are capped, and can food/attachments take us beyond those caps.
I agree with the individual posting in very large red letters. We need data, integers, on the caps for Melee Defense, Ranged Defense, Dodge, Block, Counter Attack and all of the Defense vs. "......................". If we are using skill points for lines that give us no benefit, our characters can be improved taking up other skills..
I ask that haste be used in getting accurate figures to us.
Thank you in advance for your attention to our needs.
bountyhunter229 wrote:
Pykla wrote:
Please answer our question, what are the hard caps on defence mods, what mods are capped, and can food/attachments take us beyond those caps.
Please, this is important.
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I like that Bleeds have take an 80% damage nerf over the last 2 months. I haven't yet had a chance to verify whether or not armor affects this reduced damage. As it is, this amounts to one free attack every 5 ticks. Most creatures are well and truly dead at that point.
Can we _please_ get back to original damage and just have bleeds be affected by armor and resists?