More melee battle disciplines

warriors useless on that one? nah ah, first of, on higher levels having the extra slow from a hamstring is really useful and there is no issue going small shield and keeping a stream of wound combos on him, even tho he’s constantly moving.

1 Like

How about a melee class that can somehow attach itself to targets (preferably its back to avoid abilities cast in front of it) and move along with them? This could solve the issue with bosses that are moving often.

how about we stop asking for new classes when the amount of classes available was literally doubled 4 weeks ago.

also, like it’s been stated many times before, having more classes that need to be up close to trash would be really bad with how the game is designed. it’s already bad enough trying to keep a SINGLE tank out of the way of the other DPS that I can only imagine how bad it would be if you had 1 or 2 melee DPS classes there as well.

4 Likes

@Joe_C an Assasin class with shadow-step/thrown daggers would be awesome! :slight_smile:

@Sift I think Joe meant for the hypothesized Assasin class, not a shorter cooldown than what the Palandin already has.

@Blickwinkel That would be pretty neat, it would need a high cooldown if you were going to get strike-from-behind bonuses. Or we would have to scratch the bonus idea.

@Asmund_T Lol, because while we are happy with the new classes. What we as melee players really, reeeaally want (the dual-wielding weapons) has not happened yet. In order for it to ever happen, it needs to be suggested. And then we need enough players to show their interest, which in turn will show the developers that it would be worth their while to create it for us.

1 Like

literally just gave a brief summary of why it would be horrible :expressionless:

@Asmund_T I get what you are saying. It would be horrible for you, if you had to play as one or if everyone played as one.

What you are not getting is that what we are asking for would be very physically taxing, geared towards people whos combat style is swing the weapon/slay the monster, up-close-and-personal.

People who already gravitate to physically easy at-a-distance shooting style combat would keep doing what they are doing now.

For myself and other melee players (who already play close-up-and-personal classes because of the physical taxation), it would be absolute heaven, we just want what we have now to be better for us as well. I am sure there is a way to make that happen.

1 Like

what I’m saying is it would be horrible for everyone not playing a melee class, they’re the ones that would have to deal with them being in the way. there is also pretty much no way to make a class be physically demanding after having played it for a couple hounded hours, at which point you’d have shortened and made the moves more efficient. just like tanking with warrior, in the start it can be hard, but once you’ve gotten good at the class there is pretty much no physical strain unless you overdo the moves on purpose, something you could do with pretty much any of the classes.

4 Likes

Firstly, and let me just preface this by saying I play pally and love it, I would not recommend speaking for every melee player. The two melee classes that are introduced so far are very different. I personally find the warrior incredibly taxing to play and gave up on it relatively early on.
Secondly, the addition of a second blade is arguably a bad idea for a number of reasons, the least of which is because it would create yet another class that only a subset of players can enjoy (those who want to swing wildly).

I do think, though, that it never hurts to start thinking about the next improvement. Personally, I’d go with a javelin/spear wielding class rather than an assassin class just because it’ll be slightly more different.

1 Like

@Asmund_T it would only be horrible for everyone not playing melee if they were in the minority of players and of all the classes only 2 at current, are melee. Which gives us an idea of how the player population splits. As to shortening the moves, they could just link your damage to velocity+distance the controller moves at per-swing, then just doing wrist movements would not work.

@Atropos Fair enough, I will rephrase above. I love that the warrior is taxing (unfortunately on only the one arm), the only reason it is not my main right now is the exercise balance. A javelin/spear class would be cool.

Pherosis, have you tanked any shards as warrior yet?

1 Like

No need to get hostile. Not to put myself on a pedestal or anything, but I have likely played this game for much longer than you. I have played many times with more than one tank, and what this has shown me is that for how this game is designed, a melee damage class would severely decrease the DPS of every other DPS in their group. Also, using a boss switching agro randomly as a way to show how a tank class is useless in comparison to what you have in your mind is a bad way to go about this.

This class (if it ever were to be added to the game) would likely be made to not be “physically taxing”. We have seen it before with that other classes that would be considered to be the most “physically taxing” in the game. The devs make these classes easier, or add components to the classes that make them physically easier. Before the talents system was added to the game rangers were forced to shoot arrows as fast as they could, but now that the “Precision” talent is in the game the class is no longer physically demanding. As for the warrior, the “combo charge” was added to make the class appeal to people who are not willing to put in the effort into a physical class. To summarize, the melee DPS class that you want is not made to fit into this game. It would be made to be less physically demanding that what you are wanting because the devs hav to think of the entire player base when creating a new class. Not just the few that want a physically demanding class. If you want to play a physically demanding class, then play warrior (doing the combos as fast as you can is better than charging them) or ranger (at the cost off lower DPS you can choose rapidity making the class more physically demanding).

1 Like

Although I do not agree on bringing this thought of a melee class up again at this time with already the new 4 classes I do want to say that a melee dps class would definitely be possible and not bad at all.

How I see it would be as follows:

  • The class will be played preferably in very close range. But also has the alternative to hit an enemy from for example 3 meters away. Because a single distance static hit radius would reduce flexibility and efficient hitting of mobs in multiple situations a painful hell. What I think that would look like is something like a mace with a chain (flail?).
  • Very important the class needs to be transparent for other players. What do I mean by that? Spells arrows etc will fly right through the class and the class will also not block anyone’s vision completely on a target (a.k.a. the class is literally transparent)
  • Lastly, the class should have some mobility advantages over other classes. e.g. something like the paladin teleport, faster in combat movement, rush abilities. This will combat problems of moving targets and teleporting targets.

This would make it possible to cooperate with ranged dmg dealers.

However, from a healer’s perspective players need to be hit by a whole number of skills and objects, musky, bard’s spells, mage shield etc. so it would need a lot of careful programming to achieve that. More problematic, a transparent class is not easy to heal or shield, for example in raids from a distance; even from close-up it needs at least a visible health bar which in return can conflict with seeing the one of the tank or mobs etc. so some issues remain with that.

As others argued, there’s AoE heals like musky orbs, but actually only if no mobs block them, you can’t just shot blindly into a mob or group, if players stand behind it the heal won’t arrive; perhaps some tuning need to be done to that as well if melee classes are introduced.

I would love to see a Thief/Rogue Class.

I would suggest a stealth mechanic, where you have increased movement speed (ex., when you die and become a ghost and everything is black and white but you could move) and could do a back stab type deal for burst dmg.

I know dual wielding isn’t really an option and a dagger would make hit boxes annoying so maybe just having different swords you change to like archer’s arrows and having debuff and status effect swords.

Also having the ability to lay down some type of floor aoe would be nice too, maybe a slow for one skill path and bleed for the other.

Yup, pretty much would have to redesign the game to tab target :stuck_out_tongue:

projectile classes that collide:
ranger
mage
scoundrel
shaman
musky
bard

they already have to dance a lot for LOS, since 2 shoot straight, one 1 lobs, 1 curves wildly, 1 guides (fat hitboxes), 1 shoots straight, and one shoots giant wiggly person sized things. With musky always circling for LOS on tank, musky turrets eating dps, pushbacks, people grav orbing 9 mobs onto 1 space to ensure the caster can’t be focused, and the dps sometimes always having to stay together for either healing or boss mechanics, adding another hit box that disrupts either dps OR heals OR both will be a helluva problem unless it’s a size 0 dragon.

Just saying, it’s not nearly as easy as some are saying ‘that’d be cool, I wanna rouge!’. As much as I also would love to play that.

–> (hey maybe split the scoundrel buff to be part positional, part curve if they wind up needing a nerf on static dps to make them more situational but still rockable when things work out)

1 Like

This topic was automatically closed 60 days after the last reply. New replies are no longer allowed.