Jedi Archive

Thread: Proposal: New Jedi/melee enhancements! To bring back balance to the Force....

Griggs_
Tue Oct 11, 2005 8:43 pm
#40


In my personal opinion as a player of a ranged professions, I believe that a novice brawler should be able to beat a dual mastery ranged profession, or at least have a decent shot at it.My character, being a rifleman and carbineer, has but one melee attack - Firearm Strike. A brawler, even a novice, who has had some sort of training in melee should be able to figuritively and litterally spank my rear in close combat. A master melee profession should kill me with little challenge. The catch is that they should utilize their intellect and implement some form of actual strategy and tactics. As was mentioned, I believe by Obsidian, the potential melee assailant should intelligently make use of cover and terrain to encroach upon their ranged profession target, or else risk being pinned down by my Supression Fire. In a close range fight, I always lose. My only chance of survival are the snares that I have been given, and they are not always enough due to incredible defenses and healing abilities that melee players will often stack. This should not be the case. Just as they should be -and in actuallity are - capable of killing a ranged profession (any ranged profession, not just myself). I should be capable of killing them at range, provided I have a clear line of sight to the target. My ability to kill a melee target is based on my intelligent use of a combination of disabling or wounding shots, i.e. snares and roots, and lethal shots, i.e. leg shot, head shot, et. al.


A brief interruption as I feel obliged to do this in the wake of previous posts.


i.e.
abbr. Latin
id est (that is).

et al.
abbr. Latin

et alii (and others).

Back to the point at hand, a melee attacker should use tactics of some sort, whether laying an ambush or using terrain, structures, or other obstacles, to close in on a potential ranged combatant. Should you get within 5 meters, whether through surprise, clever manuevering, or superior tactics, you deserve to slaughter that person. Currently the ability of a player to defeat another is primarily a result of their defenses and offensive capabilities. I believe it should rely on the effective use of the situation, the surrounding environment, etc. to overcome the shortcomings of your profession vs.the strengths of another. Currently the use of snares is about the only way in which a purely ranged profession can do this. Even should a ranged combatant be given open ground and clear line of sight to a target, without those snares he would have no chance. The average melee profession would shrug of the damage as she closed and then proceed to bash the shooter's skull in. Balance was spoken of several times in preceding posts. The use of snares is the only current balance in effect giving ranged professions potency vis-a-vis melee professions.


I do believe that dead dog is sufficiently beaten.




Griggs has spoken.
Luxora
Tue Oct 11, 2005 9:05 pm
#41




Look at my sig. While I absolutely loathe melee and how this game is chock full of melee-stackers, I gave up my MBH template to become one of them, for all the precise reasons that ObsidianWrath listed. Because it wins. Because with it, I can beat down jedi without having to do some elaborate dance with a MBH/CM template that is much weaker than it sounds. Center of Being beats the crap out of Duelist, end of story. I don't know what you're talking about, but my template -- MSwords / TK / part of Doc / with other dabbling that I'm not going to share -- is god, and I'm not even CL80. My counter to roots/snares is that I sit there and tank it with COB, I can keep healing myself even against a Rifleman for a horrendously-long amount of time, and when it wears offI run over and chop their heads off. Simple as pie, provided I can close the distance before the cooldown on their root/snare goes again; the moment I get on them, they're dead. I know many jedi/melee players who challenge ANY ranged player to come beat them, because it can't be done. And you claim that is balanced?

People use what works, because there's so many jedi now and those of us who aren't jedi don't like having our arses handed to us by children with god complexes. Therefore, the overabundance of melee-stackers. If this game were balanced and ranged professions weren'tSOE's redheaded stepchild, you'd see an even mixture of professions within the game and all would be balanced, and PvP would be more varied (as Obsidian said, you wouldn't see only jedi and MSword/Docs.)


Point being, regular melee is obsolete in a world where laser-guns exist; lightsabers are the only melee weapon that is actually practical due to being able to deflect gunfire. As Griggs said, the only way melee should win is if they get in real close versus a rifle (possibly carbine) by using tactics. A good rifleman can cover an open area and, armor notwithstanding, kill anything that pops out into the open before it closes the distance. The only other issue there is, how to balance carbines/pistols? Because with guns, they are a weapon which maintains lethality despite closing range, and in fact are even more lethal once within pointblank range and shouldn't have accuracy issues when a melee'er is standing 5 yards away. The problem there is, I believe one good gunshot (if the melee'er isn't wearing a helmet) should be enough from a pistol to take down the melee'er. This is realism, and to date it has never been portrayed like that in any MMO, because all the kiddies want slower combat, not fast-paced FPS-ness. Obviously SOE is not willing to do this, but therein lies the root of the problem of balance between melee and range. You have to make both playable, both equal in their own varied ways and counterparts to the other, with advantages and disadvantages.

Normally I would say make both equal like that, but Star Wars is primarily lightsabers and ranged. In this, even as an MSwordsman myself, I say melee deserve the shaft. I could play this game happily if it were 60% ranged, 25% melee and 15% jedi (which should be rare.) It's all a matter of perspective. The only way I CAN'T beat any ranged profession would be if they had thesenew changesto roots/snares, so long as that is carefully balanced so that they can't totally **modbot** melee while sitting back, and never give us a chance to close the distance. That's the innate problem with root/snaring to begin with, it has to be delicately balanced. You can take it to either extreme: "Wah wah poor melee, we'll never close the gap", or "wah wah poor ranged, we die in 2 seconds when a melee-stacker gets on us" and both can be said to be true, if root/snaring is not balanced carefully. It's all up to SOE.

Message Edited by Luxora on 10-11-2005 11:12 PM



Luxora Zsanu
[Loving the NGE]
"See this double-bladed lightsaber? You have until both ends are lit to stop your childish bickering."

"I don't care if you wasted hours and hours playing this game. Alpha classes suck. I'd rather succeed being equal with everyone else because it means that I won, not that my hours and hours of wasted life won."
- Makenshi
Zaxtrose
Tue Oct 11, 2005 9:24 pm
#42






ObsidianWrath wrote:

I'm the one who doesn't know what's going on?


I don't know what bizarre server you play on, but I guarantee you if you go to Bria, Ahazi, Sunrunner, or any of the "vicious" PVP servers, you're going to see one thing in open GCW-PVP and Guild War: Jedi and Swordsman / Doctor/ TKM builds. Why? Because they are the only thing that wins.


If you honestly think that I can keep you completely at bay with snares and such under the current system, you are out of your mind. You clearly have no idea how they work currently. Maybe under these new proposals your argument would carry more weight, but right now it's worthless.


And by the way ... any PVPer worth their salt will tell you straight up that any build without self-healing in it is SUICIDE.


Check your facts and get back to me.






lol, sunrunner?



to the left


<------


u can clearly see that i'm on the Bria server... and that i'm in KoA... a member of the ID and in the midst of a gigantic guild war..


i know exactly how it works... i deal with it everyday.


if you were unfortunate enough to play a rebel on my server... u would be used to getting spanked on ur melee stacker / jedi char by the beloved "Soylent" wooks of ATO.


only in a one on one temp... if u know how to work as a group, its easy to play with only stims as your main self healing.


Message Edited by Zaxtrose on 10-11-2005 09:28 PM

ObsidianWrath
Tue Oct 11, 2005 9:35 pm
#43


Yep.


And I guarantee you that the melee stackers that we have on Sunrunner would whip the crap out of any Ranged profession player you have on Bria. I know what their builds are, and what they're capable of. I guess you have so much lag that you can't move around or something, because Melee very clearly dominates this game.


Hey, I have an idea, since we're on the topic of Melee not being powerful enough.


How about Shipwrights craft a new launcher called a "Newb Tube." It will launch TKM/ Doctor / Swordsmen into Deep Space with a suit on, where they can then Unarmed Hit 3 the Star Destroyer until it explodes.


Pwnz0r!

Message Edited by ObsidianWrath on 10-11-2005 11:36 PM




. o O ( Larrendias du'Noctile-et'Senex ) O o .
C/OIC: 533rd IMCAGTF (SOC) // X/OIC: SECTION 8

[ Imperial Operator ] // [ Sunrunner Galaxy ]


HarlequinMK19
Tue Oct 11, 2005 9:45 pm
#44






Zaxtrose wrote:






ObsidianWrath wrote:

I'm the one who doesn't know what's going on?


I don't know what bizarre server you play on, but I guarantee you if you go to Bria, Ahazi, Sunrunner, or any of the "vicious" PVP servers, you're going to see one thing in open GCW-PVP and Guild War: Jedi and Swordsman / Doctor/ TKM builds. Why? Because they are the only thing that wins.


If you honestly think that I can keep you completely at bay with snares and such under the current system, you are out of your mind. You clearly have no idea how they work currently. Maybe under these new proposals your argument would carry more weight, but right now it's worthless.


And by the way ... any PVPer worth their salt will tell you straight up that any build without self-healing in it is SUICIDE.


Check your facts and get back to me.






lol, sunrunner?



to the left


<------


u can clearly see that i'm on the Bria server... and that i'm in KoA... a member of the ID and in the midst of a gigantic guild war..


i know exactly how it works... i deal with it everyday.


if you were unfortunate enough to play a rebel on my server... u would be used to getting spanked on ur melee stacker / jedi char by the beloved "Soylent" wooks of ATO.


only in a one on one temp... if u know how to work as a group, its easy to play with only stims as your main self healing.



Message Edited by Zaxtrose on 10-11-2005 09:28 PM





lol..this guy is great. You obviosuly don't deal with it every day or you would know that snares aren't worth a damn. You know what they they're good for? Postponing the inevitable...the inevitable death of the ranged combatant. Oh yeah,though, in groups where you can chain snare and have proper fire support...but that's not the case in a one on one now is it.


But yet again, I must beg to differ. If you know how to target prioritize...or are going up against someone who does...those little stims of yours aren't going to hold up worth a damn.


Any melee stackers getting "owned" by ranged are having it done to them against a group of ranged fighters...or...they suck, quite frankly. So any point you're trying to drive home has been rendered moot.


This post however, like your others is pretty much worthless though...failing to provide any real evidence or argumentative points, but as much is to be expected I suppose. Oh dizzam...that was a flame...and I was doing so well...


You'd gone silent there for a while...I thought it was past your bedtime.

Message Edited by HarlequinMK19 on 10-12-2005 12:49 AM



-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
ObsidianWrath
Tue Oct 11, 2005 9:56 pm
#45

You know, I'm sitting here thinking about it ... and I think I might have a vague idea of where this bizarre notionof hisis coming from.


If you're in some sort of freak situation with hundreds of PVPers at a time, yeah, I could "see" Ranged possibly being on par with Melee merely on account of chaos offering him "relative concealment." If there are a hundred PVPers on a field at a time, seeing "a Rifleman" is a lot harder.


On Sunrunner, we have Squad Warfare at its finest. The largest engagement teams you'll find other than raids are probably groups of 16 PVPers on both sides since the CU. As a result of that, it's faster paced, up close, brutal, and personal. I firmly believe that we have some of the best PVPers in the game merely on account of the fact that it's "kill or be killed instantly" in most up-front engagements.


If you open fire with a Carbine or a Rifle on this server, you're isolated and murdered systematically within a matter of seconds.





. o O ( Larrendias du'Noctile-et'Senex ) O o .
C/OIC: 533rd IMCAGTF (SOC) // X/OIC: SECTION 8

[ Imperial Operator ] // [ Sunrunner Galaxy ]


HarlequinMK19
Tue Oct 11, 2005 10:09 pm
#46






ObsidianWrath wrote:

You know, I'm sitting here thinking about it ... and I think I might have a vague idea of where this bizarre notionof hisis coming from.


If you're in some sort of freak situation with hundreds of PVPers at a time, yeah, I could "see" Ranged possibly being on par with Melee merely on account of chaos offering him "relative concealment." If there are a hundred PVPers on a field at a time, seeing "a Rifleman" is a lot harder.


On Sunrunner, we have Squad Warfare at its finest. The largest engagement teams you'll find other than raids are probably groups of 16 PVPers on both sides since the CU. As a result of that, it's faster paced, up close, brutal, and personal. I firmly believe that we have some of the best PVPers in the game merely on account of the fact that it's "kill or be killed instantly" in most up-front engagements.


If you open fire with a Carbine or a Rifle on this server, you're isolated and murdered systematically within a matter of seconds.







Stop using big words...it's too late


Anyway..I'm done with this. Was fun while it lasted.





-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
syykodisco
Tue Oct 11, 2005 11:22 pm
#47






AnknSkywlkr wrote:

- Get rid of armor break reduction slicing all together. This is a fundamentally flawed game mechanic. Armor break was meant to be one of the few penalties for a ranged profession when a melee fighter gets in close. Now, armor break is all but useless in PvP.If you are going to keep armor break reduction in game, I also recommend you give ALL melee professions Innate Snare Resistance, Innate Root Resistance, Innate Ranged Knockdown Defense, and Innate Ranged Dodge. Of course, none of these will ever be introduced, so why would you further reduce the effectiveness of melee against ranged? As i see it, the snare changes will only serve to make more people choose ranged over melee for any PvP application, which may well have been the intention all along.






Or just get rid of the Armor Break skill and resist slicing all together...Not every melee person has armor break. I think the skill unbalances the game more then it helps to ballance.






Syyko Disco
Dark Jedi Outcast
Legend of a New Republic
(gnn[[[[[[[[[[]nnnWX9ggggggggggggggggggggggggggggg)
Killing All The Imps
Travisty Inaway
Artisan Tailor Merchant

AnknSkywlkr
Wed Oct 12, 2005 12:04 am
#48

With the upcoming "balances" to debuffs, I would like to make the following recommendations to enhance Jedi abilities. No nerfs here! Let everyone else keep their abilities exactly the same. But in order to give us a fighting chance, I recommend the following "enhancements":

-Increase the range of all Force ranged abilities to somewhere between 45m-65m. This includes Force Supression, Force Sap, Force Wave, Force Lightning, Force Choke, Stasis, etc. With the negating of the benefit of Force Run while snared, this will be necessary to "balance" a primarily melee Jedi with a "kiting" strategy of applying snares from maximum range and staying there.


- Enable debuff cooldown timers....scratch that! Sounds too much like a nerf. Instead, give out innate snare, root, and regen debuff RESISTANCES to all professions that allow only one of each individual type (root, snare, regen debuff, etc.) per TARGET every, say, 3 minutes. In other words, you can be snared and then rooted, but chances are you will have a couple of minutes when no movement limiters are possible. Likewise, you can have your regen limited for a little bit, but will be fully capable again for several minutes at a time. Anything applied after that, you have a 99% chance of resisting (there! no nerf!). Currently, with only one root and one snare, I can keep at least one movement limiter on a target ad infinitum. With the changes expected for debuffs, that would allow me to effectively stay outside of melee range indefinitely (perhaps having to hit burst run or eat parwan maybe once if a snare doesn't stick). This is clearly unbalanced and will lead to further "snare stacking" and other debuff stacking. A melee character ought to be able to get within range at some point within a fight and should be deadly when they do.


- Get rid of armor break reduction slicing all together. This is a fundamentally flawed game mechanic. Armor break was meant to be one of the few penalties for a ranged profession when a melee fighter gets in close. Now, armor break is all but useless in PvP.If you are going to keep armor break reduction in game, I also recommend you give ALL melee professions Innate Snare Resistance, Innate Root Resistance, Innate Ranged Knockdown Defense, and Innate Ranged Dodge. Of course, none of these will ever be introduced, so why would you further reduce the effectiveness of melee against ranged? As i see it, the snare changes will only serve to make more people choose ranged over melee for any PvP application, which may well have been the intention all along.


I'm sure I'm gonna get plenty of "l34rn Y0uR T3mP n00b!" and crap like that, but just wait and see if these changes hit live. When half of Jedi skills are immediately negated by CM debuffs (Howusefulwill Improved Force Speed, FR3, or any attacks be when you can't move or pull off more than 1 every 4 seconds?), we'll see how long it takes for the rest of the community to cry out for change.


Think fighting a MBH/MCM/Pistols xxx3 stinks now? Just wait....




(gnn[[[≡≡≡≡][F]]°ggggggggggggggg ggggggggggggg)

Arnoni Ovo/Ovoino Nra

It's Arnie...Mr. Ovo if ya' nasty!
HarlequinMK19
Wed Oct 12, 2005 12:12 am
#49






AnknSkywlkr wrote:


A melee character ought to be able to get within range at some point within a fight and should be deadly when they do.

NO. That's the drawback of melee...and why it's an inferior form of combat in real life. Goswing your sword inWoW.

- Get rid of armor break reduction slicing all together. This is a fundamentally flawed game mechanic. Armor break was meant to be one of the few penalties for a ranged profession when a melee fighter gets in close. Now, armor break is all but useless in PvP.If you are going to keep armor break reduction in game, I also recommend you give ALL melee professions Innate Snare Resistance, Innate Root Resistance, Innate Ranged Knockdown Defense, and Innate Ranged Dodge. Of course, none of these will ever be introduced, so why would you further reduce the effectiveness of melee against ranged? As i see it, the snare changes will only serve to make more people choose ranged over melee for any PvP application, which may well have been the intention all along.


Yeah, the only thing the CU did was put some more power back into ranged professions...where it belongs. But, there is still melee dominance everywhere in this game, so I have no idea what crack you're smoking, but pass it along. There may be more ranged professions since the CU, but there are eqaul numbers of Swordsman/TK/Doc stackers and don't even attempt to deny it. Melee needed a beatdown, and I'm stillm waiting to see it. And as a Sith, I do quite fine against ranged, so I don't see much of an issue at all. You want melee, go play some fantasy-based crap. IMO, the only melee that should be in Star Wars is Jedi.



Think fighting a MBH/MCM/Pistols xxx3 stinks now? Just wait....


I much prefer these types to the melee stacking nonsense

Takes a lot to call out the flames in me, but you pulled it off.








-Aaron'shin De'wintres
"There is no art more beautiful and diverse than the art of death."

The fire, it knows me
I can walk through the blaze without a mark
Forever it owes me
The life I lost in the dark
AnknSkywlkr
Wed Oct 12, 2005 12:48 am
#50




HarlequinMK19 wrote:





AnknSkywlkr wrote:


A melee character ought to be able to get within range at some point within a fight and should be deadly when they do.

NO. That's the drawback of melee...and why it's an inferior form of combat in real life. Goswing your sword inWoW.


A fine start....if you're 12 years old. A) SWG is NOT real life and does not have to play by your so called real life rules. It is meant to be a fantasy game (go figure!) and should therefore play by certain rules. If the game is to be balanced -- which, presumably, this game is meant to be -- you cannot give preference to ranged over melee in all situations. B) Though I tried to avoid making this specific to Jedi, I would say in the world of Star Wars, a melee Jedi fighter was superior to their ranged counterparts in almost every way. You want to go Star Wars "real world" then blaster bolts ought to be redirected right back at the kiting offenders half the time, which clearly isn't the case.


Oh, and Dr. Real Life? You often see ranged combatants "In real life" running full speed as if they weren't holding a gun at all and hitting their targets 80-95% of the time with no hindrance or accuracy effects whatsoever. They show that sort of combat footage all the time on The History Channel....

- Get rid of armor break reduction slicing all together. This is a fundamentally flawed game mechanic. Armor break was meant to be one of the few penalties for a ranged profession when a melee fighter gets in close. Now, armor break is all but useless in PvP.If you are going to keep armor break reduction in game, I also recommend you give ALL melee professions Innate Snare Resistance, Innate Root Resistance, Innate Ranged Knockdown Defense, and Innate Ranged Dodge. Of course, none of these will ever be introduced, so why would you further reduce the effectiveness of melee against ranged? As i see it, the snare changes will only serve to make more people choose ranged over melee for any PvP application, which may well have been the intention all along.


Yeah, the only thing the CU did was put some more power back into ranged professions...where it belongs. But, there is still melee dominance everywhere in this game, so I have no idea what crack you're smoking, but pass it along


Again, real mature and a fine logical argument. As far as i can see, there are still plenty of good ranged players out there. So, ditch the hyperbole and back up your gross generalizations. Can you melee stack? Sure. Can you snare/root stack as a ranged profession? You betcha! I'm not saying melee stacking is right. I'm saying the ability of a ranged profession to counter a useful melee skill is wrong. Like I said, you want armor break resistance, give snare and root resistance. Balance. Look it up...


There may be more ranged professions since the CU, but there are eqaul numbers of Swordsman/TK/Doc stackers and don't even attempt to deny it.


I won't attempt to deny it, but you clearly make no attempt to support it but to say "It is so!" Nice job. I, however, at least understand the fundamentals of debate and therefore will supply evidence to the contrary:


Most played professions (from August 19th Friday Feature):


Force Sensitive - Combat , Bounty Hunter, Force Sensitive - Reflexes, Rifleman, Pistoleer, Teras Kasi,Force Sensitive - Senses,Carbineer, Politician, Doctor, Merchant, Combat Medic


Wow...aside from Jedi, one Melee prof in the top 12. You sure showed me!


Melee needed a beatdown, and I'm stillm waiting to see it.


Glad you made that decision! What other changes have you, in your infinite game developing wisdom, decided the game needs? Well, makingall meleeperma-snared would certainly accomplish your proposed "beat down", wouldn't it?


And as a Sith, I do quite fine against ranged, so I don't see much of an issue at all. You want melee, go play some fantasy-based crap. IMO, the only melee that should be in Star Wars is Jedi.


Again, you do fine NOW against ranged. Wait until you can't get within 35m to apply any of your awesome powers and see how you fare....And, for the record, this post is in the Jedi forums and my sig pretty much makes it clear I am a Jedi, so the end goal of this is to strengthen Jedi. Who exactly are you fighting?


Think fighting a MBH/MCM/Pistols xxx3 stinks now? Just wait....


I much prefer these types to the melee stacking nonsense


Takes a lot to call out the flames in me, but you pulled it off.


And takes a lot to get me to want tohumiliate someone by pointing out there logical flaws....but you seem to have pulled that off.















(gnn[[[≡≡≡≡][F]]°ggggggggggggggg ggggggggggggg)

Arnoni Ovo/Ovoino Nra

It's Arnie...Mr. Ovo if ya' nasty!
AnknSkywlkr
Wed Oct 12, 2005 12:49 am
#51




HarlequinMK19 wrote:





AnknSkywlkr wrote:


A melee character ought to be able to get within range at some point within a fight and should be deadly when they do.

NO. That's the drawback of melee...and why it's an inferior form of combat in real life. Goswing your sword inWoW.


A fine start....if you're 12 years old. A) SWG is NOT real life and does not have to play by your so called real life rules. It is meant to be a fantasy game (go figure!) and should therefore play by certain rules. If the game is to be balanced -- which, presumably, this game is meant to be -- you cannot give preference to ranged over melee in all situations. B) Though I tried to avoid making this specific to Jedi, I would say in the world of Star Wars, a melee Jedi fighter was superior to their ranged counterparts in almost every way. You want to go Star Wars "real world" then blaster bolts ought to be redirected right back at the kiting offenders half the time, which clearly isn't the case.


Oh, and Dr. Real Life? You often see ranged combatants "In real life" running full speed as if they weren't holding a gun at all and hitting their targets 80-95% of the time with no hindrance or accuracy effects whatsoever. They show that sort of combat footage all the time on The History Channel....

- Get rid of armor break reduction slicing all together. This is a fundamentally flawed game mechanic. Armor break was meant to be one of the few penalties for a ranged profession when a melee fighter gets in close. Now, armor break is all but useless in PvP.If you are going to keep armor break reduction in game, I also recommend you give ALL melee professions Innate Snare Resistance, Innate Root Resistance, Innate Ranged Knockdown Defense, and Innate Ranged Dodge. Of course, none of these will ever be introduced, so why would you further reduce the effectiveness of melee against ranged? As i see it, the snare changes will only serve to make more people choose ranged over melee for any PvP application, which may well have been the intention all along.


Yeah, the only thing the CU did was put some more power back into ranged professions...where it belongs. But, there is still melee dominance everywhere in this game, so I have no idea what crack you're smoking, but pass it along


Again, real mature and a fine logical argument. As far as i can see, there are still plenty of good ranged players out there. So, ditch the hyperbole and back up your gross generalizations. Can you melee stack? Sure. Can you snare/root stack as a ranged profession? You betcha! I'm not saying melee stacking is right. I'm saying the ability of a ranged profession to counter a useful melee skill is wrong. Like I said, you want armor break resistance, give snare and root resistance. Balance. Look it up...


There may be more ranged professions since the CU, but there are eqaul numbers of Swordsman/TK/Doc stackers and don't even attempt to deny it.


I won't attempt to deny it, but you clearly make no attempt to support it but to say "It is so!" Nice job. I, however, at least understand the fundamentals of debate and therefore will supply evidence to the contrary:


Most played professions (from August 19th Friday Feature):


Force Sensitive - Combat , Bounty Hunter, Force Sensitive - Reflexes, Rifleman, Pistoleer, Teras Kasi,Force Sensitive - Senses,Carbineer, Politician, Doctor, Merchant, Combat Medic


Wow...aside from Jedi, one Melee prof in the top 12. You sure showed me!


Melee needed a beatdown, and I'm stillm waiting to see it.


Glad you made that decision! What other changes have you, in your infinite game developing wisdom, decided the game needs? Well, makingall meleeperma-snared would certainly accomplish your proposed "beat down", wouldn't it?


And as a Sith, I do quite fine against ranged, so I don't see much of an issue at all. You want melee, go play some fantasy-based crap. IMO, the only melee that should be in Star Wars is Jedi.


Again, you do fine NOW against ranged. Wait until you can't get within 35m to apply any of your awesome powers and see how you fare....And, for the record, this post is in the Jedi forums and my sig pretty much makes it clear I am a Jedi, so the end goal of this is to strengthen Jedi. Who exactly are you fighting?


Think fighting a MBH/MCM/Pistols xxx3 stinks now? Just wait....


I much prefer these types to the melee stacking nonsense


Takes a lot to call out the flames in me, but you pulled it off.


And takes a lot to get me to want tohumiliate someone by pointing out there logical flaws....but you seem to have pulled that off.















(gnn[[[≡≡≡≡][F]]°ggggggggggggggg ggggggggggggg)

Arnoni Ovo/Ovoino Nra

It's Arnie...Mr. Ovo if ya' nasty!
Wolf_Head
Wed Oct 12, 2005 1:28 am
#52






HarlequinMK19 wrote:





AnknSkywlkr wrote:


A melee character ought to be able to get within range at some point within a fight and should be deadly when they do.

NO. That's the drawback of melee...and why it's an inferior form of combat in real life. Goswing your sword inWoW.

- Get rid of armor break reduction slicing all together. This is a fundamentally flawed game mechanic. Armor break was meant to be one of the few penalties for a ranged profession when a melee fighter gets in close. Now, armor break is all but useless in PvP.If you are going to keep armor break reduction in game, I also recommend you give ALL melee professions Innate Snare Resistance, Innate Root Resistance, Innate Ranged Knockdown Defense, and Innate Ranged Dodge. Of course, none of these will ever be introduced, so why would you further reduce the effectiveness of melee against ranged? As i see it, the snare changes will only serve to make more people choose ranged over melee for any PvP application, which may well have been the intention all along.


Yeah, the only thing the CU did was put some more power back into ranged professions...where it belongs. But, there is still melee dominance everywhere in this game, so I have no idea what crack you're smoking, but pass it along. There may be more ranged professions since the CU, but there are eqaul numbers of Swordsman/TK/Doc stackers and don't even attempt to deny it. Melee needed a beatdown, and I'm stillm waiting to see it. And as a Sith, I do quite fine against ranged, so I don't see much of an issue at all. You want melee, go play some fantasy-based crap. IMO, the only melee that should be in Star Wars is Jedi.



Think fighting a MBH/MCM/Pistols xxx3 stinks now? Just wait....


I much prefer these types to the melee stacking nonsense

Takes a lot to call out the flames in me, but you pulled it off.










First, there are only 2 Sith, and you are not one. Second, the intent of the CU was to balance all professions not put any dominating power to anyone's hands.



BashySifter
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