The melee players...talked!
Moderator: Game Administrators
Re: The melee players...talked!
Quick fix is ok but then it's a sticking plaster over a wound. I'm worried that you say it can be done in a day and then this issue will be swept under the carpet. Why not go for it and sort the melee pvp issue out once and for all?
BUT...a big thank you for giving this debate much needed exposure.
Madmikael -you'll get your revenge on him mate! Again and again and again.
BUT...a big thank you for giving this debate much needed exposure.
Madmikael -you'll get your revenge on him mate! Again and again and again.
Re: The melee players...talked!
I took a three month break hoping the melee issue would get resolved. We need a ranged weapon or a usable "freeze sword". As stated above the freeze sword is almost impossible to use in real combat. I suggested making the freeze sword a ranged skill that temporarily stuns a targeted opponent.Varg wrote:yeah ok from distance...there's no other way...just by clickin on skill...actually we swordmen have a stun or it acts like stun....the "freeze sword" ....but it's getting active O-N-L-Y if we managed to hit the coward chickens that run away!!!
Re: The melee players...talked!
Zap - it's the 'temporarily' bit that worries me. There would be a 10/20/whatever second attack following the stun and then the ranged player would hit and run. This is not a solution.zapstrap wrote:I took a three month break hoping the melee issue would get resolved. We need a ranged weapon or a usable "freeze sword". As stated above the freeze sword is almost impossible to use in real combat. I suggested making the freeze sword a ranged skill that temporarily stuns a targeted opponent.Varg wrote:yeah ok from distance...there's no other way...just by clickin on skill...actually we swordmen have a stun or it acts like stun....the "freeze sword" ....but it's getting active O-N-L-Y if we managed to hit the coward chickens that run away!!!
3mths away is long enough! Welcome back?
Re: The melee players...talked!
An easy solution is, if a melee players attacks you - you're speed is reduced by -2 / -3.
This would balance things out greatly.
Not only this, but melee class skills are lacking significantly and I think they can be improved greatly to make up for their 1-range and slow walk/run speed.
This would balance things out greatly.
Not only this, but melee class skills are lacking significantly and I think they can be improved greatly to make up for their 1-range and slow walk/run speed.
Sarevok - Lv. 169 Swordsman
Sithis - Lv. 270 Archer
Sithis - Lv. 270 Archer
Re: The melee players...talked!
Yes, this a very good suggestion. Hope gets implemented.Secular wrote:An easy solution is, if a melee players attacks you - you're speed is reduced by -2 / -3.
This would balance things out greatly.
Not only this, but melee class skills are lacking significantly and I think they can be improved greatly to make up for their 1-range and slow walk/run speed.
Re: The melee players...talked!
Here is an idea on how to deal with the bushwacking PVP punks who attack near grinding areas. As soon as you are attacked sign out, sign in an alt. run around and lots of monsters to chase you and run right by the punk then circle around and do it again and again until 1 they leave or 2 the monsters kill them. Punk punished.
"Problems cannot be solved by the same level of thinking which created them." Albert Einstien
Re: The melee players...talked!
Don't you guys know there is a speed potion on top right map where the yellow archer you guys lvling there for long time? It is very useful potion to keep up to 2 classes:mage and archers also the speed potion only last a short while
Re: The melee players...talked!
SIR, Where is my THROWING KNIFE? i HAVE BEEN ATTACKED FOR MILLENNIA BY LOW LEVEL DIRTY MAGES! I RUN LIKE A COWARD HERE, THERE, AND EVERYWHERE TO AVOID THEIR SPELLS! COULDN'T TAKE IT ANYMORE, i HAVE DIVORCED MY KNIGHT!blitzcraig wrote:this idea has been brought up a bit, but never I've never really seen it developed at all, so here goes...VERY easy to implement, and would solve the "much lower level running circles around melee player" issue: three new game items - BOULDER (club type for ogre), DWARVEN THROWER (axe for dwarf), THROWING KNIFE (sword for swordsman) ... all three have damage =1, range =6, level =10. ... you wouldn't use it often (because no damage/ attribute bonus) but when that level 20 mage/archer started bugging you, you wouldn't have to actually touch him to score a couple hits and kill him with your much higher str/dex. ... admittedly, this does very little for same level pvp, but would help there a bit... best part is it is super easy to add to game ... what do you all think?
Re: The melee players...talked!
Elia ...be patient...better days will come...i hope.....just keep training your swordsman...don't leave him...
- MadMikael
- Posts: 3303
- Joined: Sat Mar 08, 2014 5:54 pm
- Location: Windsor, Ontario, Canada (EST time zone)
Re: The melee players...talked!
I have found that in pvp, a sole swordsman is a sitting duck. However, in party formations, swordsmen (and other melee) are very useful. They keep the pressure on opponents and help share the damage from mages spells.
If you wish to be a solo player, at the moment melee is not the way to go. But some clans travel in groups, and it may be safer that way. Unless, of course, you run into Lucifer...
If you wish to be a solo player, at the moment melee is not the way to go. But some clans travel in groups, and it may be safer that way. Unless, of course, you run into Lucifer...
RETIRED [GM] - Game Master
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