Aller au contenu

Photo

The great disparity between ranged and melee


  • Veuillez vous connecter pour répondre
54 réponses à ce sujet

#1
slayergrim

slayergrim
  • Members
  • 106 messages

I'm not asking for a nerf to great classes like elementalist or knight enchanter because they're fun and you don't want to take away what's fun about the game. Classes like Katari need to be brought up to par.

For example, it's like pulling teeth playing a high lvl Katari on perilous even with using block and smash and charge for guard building. Even Barrier works much better than guard which leaves melee much to be desired. Elements also gets healing per enemy killed and they aren't even on the front lines. Diablo 3 gives it's barbarian a built in % dmg reduction because I'm sure they encountered the same issue. Reaver has a heal per hit ability and the trees have skills with damage reduction but still that's not even helping.

Guard needs to be on par with barrier. Melee needs a reliable heal per enemy killed in some way. Arrows need not 2 shot us. A built in % dmg reduction would be beneficial.


  • Hurkaleez aime ceci

#2
-PenguinFetish-

-PenguinFetish-
  • Banned
  • 1 421 messages
Do you even heal on kill ring.

Guard is very easy to self generate, doesnt expire and is proportional to your health.

Barrier has to be cast, it expires and also has a fairly long cooldown assuming you are the only one benefiting from it.

Both are balanced. If anything, id make barrier a little weaker.
  • PurpGuy1 et gravemind_z aiment ceci

#3
J. Peterman

J. Peterman
  • Members
  • 2 755 messages

NERF THE AW!!!



#4
slayergrim

slayergrim
  • Members
  • 106 messages
I'm talking about MP, so heal on kill rings don't come around much. Sure guard is built faster at the same time your face tanking multiple enemies in perilous that can kill you in a few hits while arrows are coming in to boot.

#5
slayergrim

slayergrim
  • Members
  • 106 messages
Nerfing isn't the answer. Don't take away what's fun and enjoyable. That makes the game worse without fixing the issue.

#6
Rhaine

Rhaine
  • Members
  • 184 messages

You could play 100 hours and never get a heal on kill ring ;p

 

why ele has +10% health and mana after a kill i have no idea.

 

necro it makes sense from a lore point of view, ele they just decided they wanted it way stronger than most classes.

 

Oh and barrier is amazing compared to guard on perilous.



#7
veramis

veramis
  • Members
  • 1 956 messages

I'm talking about MP, so heal on kill rings don't come around much.

 

After 480k spent, I have 1 superb and 1 rare HoK ring. It is quite possible for someone to go 1kk gold without at least two rare HoK rings or 1 superb HoK ring.

 

Imo HoK is by far the strongest stat in da3mp, and when you get weapons and rings with it, it really improves survivability. To a lesser extent this is true for the 100HP rare belt and 200HP unique belt.

 

As for what katari needs, its been very regularly suggested that katari needs more ranged defense, and that would be a good start. But with bioware programming we'll probably see a ranged defense buff for katari result in 80k damage normal arrows against them.



#8
slayergrim

slayergrim
  • Members
  • 106 messages
It should be an ability not a ring!

#9
J. Peterman

J. Peterman
  • Members
  • 2 755 messages

Speaking of "heal on kill", I've got some lustrous cotton with a defense of "x% healing from all sources". What the hell does "all sources" mean?



#10
TurianRebels

TurianRebels
  • Members
  • 115 messages

Speaking of "heal on kill", I've got some lustrous cotton with a defense of "x% healing from all sources". What the hell does "all sources" mean?

 

Potions!
Supposedly HoK as well.


#11
J. Peterman

J. Peterman
  • Members
  • 2 755 messages

 

Potions!
Supposedly HoK as well.

 

Ah, gotcha! Thanks.



#12
Dangermatty

Dangermatty
  • Members
  • 16 messages

I just took a Katari to 20 with that "To The Death" skill for the first time.  The skill definitely is better than it sounds on paper and instantly generates full guard in most situations.  The problem is, guard as it stands is all but worthless.  Full guard is very often broken in 1 hit from basic enemies.  If max guard is 25% of max health and max health is generally around 1000ish, then full guard (without skills) is 250.  How much can an un-upgraded barrier absorb?  I don't know what the numbers are but I can tell you from extensive experience a barrier is worth easily 10 times full guard.  I know barrier dissipates but it's very simple to recast it, and easy to spec it out so that it's up 100% of the time (with natural decay).  The fact that barrier is far, far superior to guard isn't debatable; it's why AW and other mage classes are the preferred classes for perilous.  The only reason the Legionnaire can tank is his invulnerability skills.  I'm not saying all warriors should be able to facetank the RTK through a whirlwind, but guard as it stands is all but worthless.



#13
tbxvividos

tbxvividos
  • Members
  • 454 messages
-makes a post generalizing all melee classes

-plays katari


Lol ok
  • III Poison III et -PenguinFetish- aiment ceci

#14
Marnius

Marnius
  • Members
  • 100 messages

Do you even heal on kill ring.


Do you even RNG loot.
  • Ajensis, wertysy et DatMojo aiment ceci

#15
teltow

teltow
  • Members
  • 607 messages

I have to try out the AW before they nerf it. Haven't done it yet because every lobby I join has at least one Geralt of Riva in it.



#16
Dangermatty

Dangermatty
  • Members
  • 16 messages

I don't know if that Katari comment was directed at me, but the point about guard in general is still valid.  And I've played all of the classes at least a little and the warriors extensively.  The shield users are ok because of the shield itself, not the guard.



#17
Kenaras

Kenaras
  • Members
  • 109 messages

How much can an un-upgraded barrier absorb?

 

Around 3200 with a common staff; upgraded is around 4800. A good rare of unique staff will increase that.



#18
TheShadyEngineer

TheShadyEngineer
  • Members
  • 1 723 messages

I didn't even know a heal on kill ring existed before reading this thread. You lucky bastards.  <_<


  • J. Peterman aime ceci

#19
J. Peterman

J. Peterman
  • Members
  • 2 755 messages

I didn't even know a heal on kill ring existed before reading this thread. You lucky bastards.  <_<

 

Well I knew about it, but the rest applies.



#20
Hurkaleez

Hurkaleez
  • Members
  • 716 messages

I'm talking about MP, so heal on kill rings don't come around much. Sure guard is built faster at the same time your face tanking multiple enemies in perilous that can kill you in a few hits while arrows are coming in to boot.

 

There seems to be a hidden cooldown on the HoK rings as well. I agree, guard needs rebalancing and boosting it to 50% base health rather than its current meager 25% would probably suffice. 

 

The Katari's problem IMO is that he is super slow and clunky yet his damage output does not make up for it. 



#21
JRandall0308

JRandall0308
  • Members
  • 1 687 messages

You can improve your maximum guard with Untouchable Defense or Bulwark (both 25%) -- unclear if this is additive or multiplicative.



#22
Kenaras

Kenaras
  • Members
  • 109 messages

I agree, guard needs rebalancing and boosting it to 50% base health rather than its current meager 25% would probably suffice. 

 

Guard and Barrier feel much better balanced with each other in single-player. I'm guessing that's due to armor scaling.

 

(In single-player, weapon damage and armor value both scale up dramatically. In multiplayer, only weapon damage does. Barrier absorption is before armor reduction; Guard absorption is after armor reduction.)



#23
Dangermatty

Dangermatty
  • Members
  • 16 messages

Yes I definitely agree with that.  Guard seemed to be more useful in SP.  As for a fix, I think max guard should be at least 100% of max health.  I realize the Reaver and Katari were not meant to tank in the sense that the Lego and Templar were, but still when you think warrior you think front-line fighter.  To have to wait until others have all the agro and then kill them from behind for fear of getting hit once or twice?  That's called a rogue.  Mama didn't raise no rogue.



#24
Trickshaw

Trickshaw
  • Members
  • 494 messages
Giving melee a little bit of a dmg reduction boost is in order I believe. It could scale on level of course. I do feel bad for melee sometimes. You guys get pounded pretty hard at times.

I main a Huntard and an Alchemist so I can't really relate to your plight but setimes you guys go down and I'm like wtf just happened?
  • slayergrim aime ceci

#25
VilniusNastavnik

VilniusNastavnik
  • Members
  • 823 messages

When archers on threatening can take away your guard in one shot as a katari.. I'd say either the enemy archers need a nerf, the katari need a buff or just stick to playing them as a routine class.. 2H warriors I have found to be not viable on the higher difficulties because they get dropped so far from archers it is not funny.