Teras Kasi Archive
Thread: Raph Koster's 8/12/03 response to the Brawler vs Marksman PvP debate
Raph is right, melee vs ranged should be no contest, but if we do get in range we would have owned them before the patch. Now wed probably incap oursleves using KD to keep them in range. As for pistol whip, if you are a decent TK you shouldnt have to worry about because TK have KD resistance or are supposed to at least. Dont know if they took that in the patch too but it should be there.
Also, is it just me or is the KD timer actually shorter, less accurate,along with increased HAM. At power 3 before the patch i could get 18 hits in before KD wore off. Now after the patch at master power it seems i get about the same amount of attacks in even with dizzy/KD applied. I also miss a whole lot more.
Selwynn wrote:
I'm actually pretty much PERFECTLY FINE with Ralph's response...
I don't think we should be equal to range users at range and if that puts us at a disadvantage in a ranged game like SWG, SO BE IT.
What I have a problem with, and where I think the focus of our attention should rightfully be is that I don't dominate up close. The level at which I can dominate up close does not fairly compensate for the level at which I am bait at range. To me, that's the issue.
Either give us more ability to evade/dodge at range, to balance out for the fact that we have at best a 50/50 change up close, or make it so that we have our normal 0% change at range but more like 90-100% change if we can close the distance...
Now to me, that's the kind of chanllenge I would really enjoy.
Selwynn,
Perhaps you didn't read his quote..he did not say melee gets owned at range and dominates up close he said...
"In closed quarters, it isn't quite as cleara scenario."
So he even suggest that in close quarters the outcome is not clear...
I played Anarchy online for a while. Had a lvl 156 soldier and a lvl 200 enforcer. Soldier is self evident (guns), Enforcer was pure melee fighter. And i could kill any other class with my enforcer. NO problems...(Well, docs were annoying as all hell)
How? They had an ability called "Rage". You take damage over time, but get a great increase in speed. You damaged yourself (boiling your blood...don't ask) to run like a mad man and get bonuses to hit and damage. Could catch up to anyone no problems. This is what melee classes in this game need, SPEED. An ability to run faster then any other class.
As to what Aleksander_Graveheart said:
How? They had an ability called "Rage". You take damage over time, but get a great increase in speed. You damaged yourself (boiling your blood...don't ask) to run like a mad man and get bonuses to hit and damage. Could catch up to anyone no problems. This is what melee classes in this game need, SPEED. An ability to run faster then any other class.
This "rage" attack sounds just like what berzerk was SUPPOSED to do
Rage wasn't a 1 time ability. There were 6 different rage skills i believe. Each one lasting longer, giving more bonuses, but doing more damage over time. They should do this here as well. An ability that gives you a DoT but boosts your speed+damage.
"How? They had an ability called "Rage". You take damage over time, but get a great increase in speed. You damaged yourself (boiling your blood...don't ask) to run like a mad man and get bonuses to hit and damage. Could catch up to anyone no problems. This is what melee classes in this game need, SPEED. An ability to run faster then any other class."
Lol, yeah I played AO too, GA fixer. Enforcers were absolutely deadly in pvp because of the rage line of nanos. Lotta of moaning about that on the Fixer boards because Fixers are a class percieved as being the speediest and even they couldn't outrun an enforcer on rage nano. Oh, did I meantion that rage would break root nanos most of the time too? Most of the time if I ran into an enforcer on the battlefield I would root him and if he broke root I would teleport the hell out of there lol.