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i was playing beta and melee class was so under powered in duel pvp and arena pvp.... all pvp. its like we cant do nothing to ranged powers!
i didnt play/subscribe ever since beta. wondering if they fix melee class yet. i think raising melee power damage would compensate it. like raise 7% more damage or something. |
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11/29/09 5:10:45 PM#2
Nah I think you still need to go for range attacks for PvP. There is one totally overpowered melee dot that some ppl keep spamming in the arena (STC from the single blade set) but I would not advise to build a character around that one, as first of all it's a bit lame, and secondly it should get nerfed soon. Otherwise pure melee is not playable in PvP as you keep running after people and that's plain annoying (I tried CO PvP with my claws toon in the beta and hated it... now I have tons of fun on my munitions hero, check my vid in the other thread).
But the main point is that it's relatively easy to have a melee build for PvE and take a few range attacks for PvP. Past 20-25 you'll have largely enough power slots for that. You do not need much, an end builder and a good single target dmg attack are enough. Of course it's better to go also with a hold and a power travel "detoggler", and also your classic passive defense and block enhancer ( you should have those last two no matter what on any build). It's not hard at all to mix it up... only annoying if you want to play purely melee and go for PvP at levels 10-15 tho.
Otherwise, buffing melee compared to range is on their priority list, according to some dev post I read. So we might see some improvement soon. Check my blog on mmorpg.com. |
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12/01/09 6:07:25 AM#3
Its not that melee powers are underpowered (as they aren't). Its that melee have to be at the target to do damage. Simpy don't bring a knife to a gun fight, which is an accurate balance. Although for a PvP melee build one should be adding snares, holds and lunges to ones build, to compensate. Many seem to expect simply being able to run up to people, which simply isn't going to work. Distance advantage aside, for a melee PvP build you need to be focusing on crit and severity, while balancing it with defence stats. This will generally result in the out damaging of range dps, standing toe to toe. |
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12/01/09 4:45:52 PM#4
Melee were really something in City of Heroes pre-I13. With my EM/ELA brute I used to totally own a lot of people. You could queue up an attack and once you got within range of a target, it would fire. And once an attack was started, even if the target ran away, you'd still nail it once your attack animation completed.
All of that is gone in Champions Online. Melee in this game is probably the worst, most incomplete 'archetype' across any MMO. To make matters even worse, you need to be within 7 yards of the target to even build energy. Generally speaking, Melee is really pointless in Champions. If you plan on pvping, grab a ranged energy builder. If you must Melee, just cherry pick the 1 or 2 good powers such as Swallowtail Cut + Chainsaw until they get nerfed.
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12/07/09 3:10:16 PM#5
I have a dual blades toon which does really well in PvP. the problem most melee toons have is the ability to stay with and hold their target to deal damage. My melee toon uses snares, roots, holds and kockbacks to kill ranged. The only problem I ever had with my melee was if I was ganged on (which everyone tends to have) or they used teleport to get away from me, but it was my kill score was always higher than my deaths. Melee users HAVE to have certain powers which most players don't know or like. PvE wise my dual blades does way more damage than my ranged toons. "If you're going to act like a noob, I'll treat you like one." -Caskio Adventurers wear fancy pants!!! |
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