PDA

View Full Version : Melee vs Melee


Endrin
05-14-2006, 07:49 AM
Melee vs Melee fights are just as boring as ever. The Damage increases have helped speed up fights across the bored but melee vs melee fights often still end up in a standstill. This is because its difficult to take advantage of the new tinkered weapon damages when theres an Al 500 covenant shield between you and your target. Both sides are forced to resort to using weeping and then still cant do enough damage to kill each other. The obvious solution to this problem is to create a quest for an item similar to the white rabbit foot and fetish of the dark idols. This item can be applied to any loot generated melee or missle weapon and will lower the effectiveness of shields by a certain percentage. Shield Rendering? I think this has been brought up before but its a good idea that seems to have faded off the drawing bored.

Frank The Knife
05-14-2006, 08:00 AM
Thats why debuffs make it interesting.

If you vuln and start swinging for an hour then sure it blows.

Go for the debuffs then you have a fight!

McVigor
05-14-2006, 08:22 AM
Thats why debuffs make it interesting.

If you vuln and start swinging for an hour then sure it blows.

Go for the debuffs then you have a fight!

can't buff or debuff a covenant. shields are still fubared.

Frank The Knife
05-14-2006, 10:50 AM
I start out with a creature debuff to lower the other guys creature so he has a harder time with my spec magic d.

Then its Yield, focus,self,strength,melee d and healing.

Vuln / Imp then hit.

That usually makes me hit 99% of the time even with a melee wand.

Both melees usually go cov shield and weeper so you need to figure out a fast way to dispatch your opponent especially in a group fight.

Enchanter Tom
05-14-2006, 11:39 AM
I start out with a creature debuff to lower the other guys creature so he has a harder time with my spec magic d.

Then its Yield, focus,self,strength,melee d and healing.

Vuln / Imp then hit.

That usually makes me hit 99% of the time even with a melee wand.

Both melees usually go cov shield and weeper so you need to figure out a fast way to dispatch your opponent especially in a group fight.
???

What's a melee wand?

ChildoftheKoRn
05-14-2006, 01:17 PM
???

What's a melee wand?

I do believe you have lost the right to speak, /endsarcasm

Get a weeping, its the best thing you can use, with the band aid fixes and the basicaly tip JUST BEFORE twitch combat thers not much that can be done to make melee vs melee the most supercalifragilisticexpialidotious event of all time. Suck it up and press on.

Frank The Knife
05-14-2006, 09:25 PM
If you really want to balance the classes further put a timer (and man I hate timers ) on health elixirs / potions.

It really takes away from a good fight when the other guy just drinks elixirs like an alcoholic on dollar beer night.

Monster
05-14-2006, 11:21 PM
No, not fighting a CB sword melee to melee. That would just be incredibly lame, just whoever gets lucky crits wins, no control over dieing what so ever. You could know how to heal and manage your hp perfectly and still die. You can get crit once for 200+, go out to heal, and before you get it off another crit could kill you. It would also be a huge waste of chugs.

This would also mess up mages who use a shield to outheal rediculous UA AR damage and sword CB crits.

edit: Wtf, they upped damage so chugs are no longer a problem since you can flat out kill someone now.

ChildoftheKoRn
05-15-2006, 09:31 AM
No, not fighting a CB sword melee to melee. That would just be incredibly lame, just whoever gets lucky crits wins, no control over dieing what so ever. You could know how to heal and manage your hp perfectly and still die. You can get crit once for 200+, go out to heal, and before you get it off another crit could kill you. It would also be a huge waste of chugs.

This would also mess up mages who use a shield to outheal rediculous UA AR damage and sword CB crits.

edit: Wtf, they upped damage so chugs are no longer a problem since you can flat out kill someone now.

almost 500 health and your calling 30 max ua hits rediculous? Any lower an dyou cant kill a mage. not to mention thats only if you have maxed out basicaly. I hit for 20's and although its completely better than my previous 10's its still kinda tough, but I cant complain much cause im still pre-126.

Monster
05-15-2006, 10:14 AM
450 isn't almost 500, just 50 more than if you started 10 endurance. I think my problem is I have to go out of attack mode before healing leaving the option to get killed by a double crit before I can chug/heal. Your right the AR UA damage is also hard to outheal not to mention I would have to pop a page of salt and ash to have any hope of landing on a +20 UA.

There's a disadvantage to the upped damage, they're called shields.

You guys also talk about how important group fights are. Wtf do you think this would do? You wouldn't even be able to pull out a shield and heal with 2 melees on you. You would have to run off radar instead of sticking around.

I kill retards all the time melee to melee because they don't know how to manage their hp and let a crit kill them.

Legendary_Mo0se
05-15-2006, 10:16 AM
honestly...i say make a mage...it helps

ChildoftheKoRn
05-15-2006, 02:03 PM
I take back the 500 health statement.

Enchanter Tom
05-15-2006, 06:59 PM
I do believe you have lost the right to speak, /endsarcasm

Get a weeping, its the best thing you can use, with the band aid fixes and the basicaly tip JUST BEFORE twitch combat thers not much that can be done to make melee vs melee the most supercalifragilisticexpialidotious event of all time. Suck it up and press on.
Um...

I don't even play right now. So...

What's a melee wand?

ChildoftheKoRn
05-15-2006, 10:41 PM
Um...

I don't even play right now. So...

What's a melee wand?

As you know tinkering was added in and theres salvage called brass thats adds +1 to the melee defense modifier on weapons (melee and missile characters). They added the mana conversion to wands and such to give something to the mages. Alittle ways down teh road they also added melee defense which ahs a max of 15% melee defense to be on the wands. If you find a 15% melee defense you can add 10 brass to it making it 25% melee d, add another 17 on it in makes its 43% melee defense.

Now most mages, as you know, are innate 100 endur/focus/self. Well with the new levels added with the xpac they also added more skill credits, enough infact that a mage can now TRAIN melee defense. Maxing out the melee defense skills WHILE IN TRAINED AND STILL WITH 10INNATE QUICKNESS AND COORDINATION, they are still able to evade most melees. Hence the name, melee wands.

Cezium
05-15-2006, 11:21 PM
melee d mages predated the increase in skill credits with tod.

It's just that with tod

a) it's required for hunting
b) mages can spec/train more skills in addition

GoS
05-16-2006, 03:14 AM
melee vs melee has been worthless for a long time..

today a melee vs melee is actually a ravens fury vs ravens fury.


Use weeping against cov sheilds.


remove ravens fury and ya actually get a melee fight.

Endrin
05-17-2006, 12:13 PM
Ravens fury aint too bad if ya know how to dodge, I don't have a problem with it, leaves the caster at half health, easy kill.