Are devs/admins more biased towards casters/ranged than melee?
Eatmyswords last edited by Eatmyswords
I've been a part of this server for a few years and I noticed that melee is getting nerfed much more often than range/casters, while the range/casters gets improved. Like devs and admins are much more biased towards casters/ranged than melee classes.
Especialy with the latets nerf that came out of nowhere and with no real reason making every melee to have every charge/intercept to share CD. Basically slapped the shit out of melee classes.
What's the point of it when range/casters have 10 spells/abilities to use to TP/jump away from melee and kite him till death? How is any melee able to counter that with only one charge available?
The best thing that melee can do atm is to have Intercept (20 sec cd) + Heroic Fury (50sec) to have maximum two charges, while range/casters have Disengage, Blink, Typhoon, Thunderstorm to get away from melee with ease and than they basically to spam slows with Concussive Shot, mage's Slow, shaman's Frost Shock, warlock's Curse of Exhaustion, it can be spammed 24/7. Not to mention the use of blind, fears, dragon's breath etc to run away and slow melee in the meantime. Nothing from that shares any CD and players can take all of that to use. That's way too UNBALANCED imo. Point blank.
Update #1: And now they even made Cloak of Shadows to share a 30 sec cooldown with Deterrence, Divine Shield, Ice Block... I mean really? How is melee able to counter all those 10000 casters while having only one and a half charge.
Someone working on destroying all melee classes or what?
What you guys think? What's your experience?
Eatmyswords, Area 52
Chappinhas last edited by
@Eatmyswords i agree with you on this, melee has been nerfed far too often, ever since the resilient constitution update, auto attacks are a joke and melee abilities follow.
also there are few RE for physical damage, and most of them are rogue ability based, wich i personally find repetitive.
i do like the charge intercept change, since you now have to pick either a double charge or a stun charge.
above all the game as evolved to favour caster builds and if you want to play melee you are basically drawn into playing hybrid physical-magic builds. it is a shame since true phisical melee is one of the funner gameplays of the game
The problem is that there's a lot of stuff to interrupt casters from doing dmg.
And there are still very mobile speccs out there.
Sprint, killing spree, bladestorm, counterspell, wind sheer, stealth, vanish, blind, wyvern sting, death coil, shadowfury, shattering throw... You can also use all of this. Most melee speccs also have a slow build in theire build. Just play around with these spells and don't forgot to use divine shield ;).
Knochbacks for casters shares cooldown in answer for the charge change. So only 1 out of typhoon, thunderstorm and blast wave.
GwaineDream last edited by
@Eatmyswords While i agree for the most part, i find that in 1v1 situation its kinda OK... only problem is that there´s several times more ranged players in BGs. Anyway, in my opinion...the main problem here lies not with dmg or utility, but with healing... where dmg is reduced by a LOT while healing is not at all, making healers in to raid bosses and BGs are usually decided by them as well. In my opinion... either increase the dmg a bit... or in better case, decrease healing done.
Eatmyswords last edited by
@GwaineDream Lmfao bruh, they just BOOSTED healers that were already OP in PvP instead of nerfing them.
So sad. Idk with what kind of logic did they manage to pull that out.
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