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Old 11-01-2009, 11:34 AM   #1 (permalink)
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Is there a fix to Abyss PvP for melee?

Item #1: Extendable weapons are not to be used as an arguement that it is fixed. When you have to grind out literally DAYS to find said weapons (sans betoni quest).

Solution to for melee fix in the air: 50% of our damage cannot be negated by shield while both parties are in the air.

Please give melee a reason to play this game in the abyss. It is such an amazing concept with an atrocious implementation..
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Old 11-01-2009, 12:25 PM   #2 (permalink)
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Item #1: Extendable weapons are not to be used as an arguement that it is fixed. When you have to grind out literally DAYS to find said weapons (sans betoni quest).

Solution to for melee fix in the air: 50% of our damage cannot be negated by shield while both parties are in the air.

Please give melee a reason to play this game in the abyss. It is such an amazing concept with an atrocious implementation..
I think giving us a larger attack range would help, its annoying as a Templar that i have to literally be face to face with enemy.

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Old 11-01-2009, 12:27 PM   #3 (permalink)
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All that really needs to be done is removing the old, crappy system of needing to stand still to start an attack.

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Old 11-01-2009, 12:32 PM   #4 (permalink)
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No doubt aerial combat is frustrating for melee but eventually the pvp focus in the abyss will shift from gank squads to forts/dredgions and melee get quite a nice advantage over ranged in tight spaces.
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Old 11-01-2009, 01:16 PM   #5 (permalink)
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No doubt aerial combat is frustrating for melee but eventually the pvp focus in the abyss will shift from gank squads to forts/dredgions and melee get quite a nice advantage over ranged in tight spaces.
Yea, once we get into the tight spaces, dont know if you noticed the walls around the fort that let ranged classes attack melee, but not vice-a-versa

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Old 11-01-2009, 01:28 PM   #6 (permalink)
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You know you can go inside.
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Old 11-01-2009, 01:50 PM   #7 (permalink)
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You know you can go inside.
Only when the gate goes down, after we've taken a pounding from the ranged classes.

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Old 11-01-2009, 04:51 PM   #8 (permalink)
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We need to be able to attack while moving and our attacks need more range on the Vertical axis. Until then, it's a waste of time to try and fly and fight unless you are chasing something close to dead already. It's sad, because the idea seemed so much fun. But as is, I can't stand aerial combat.
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Old 11-01-2009, 05:54 PM   #9 (permalink)
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Only when the gate goes down, after we've taken a pounding from the ranged classes.
That's the whole point of a fortress siege. Barring ladders and other wall penetrating equipment, fights that banged on the door were not allowed access to the archers up top back when real castles and forts were being fought over in this manner. Unlike then, melee have healers to keep them alive hehe.

Assassins should be able to "scale" the wall somehow. Maybe give them some kind of aetheric stone penetration ability or whatever because the main stealth class should be able harass the ranged classes.
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Old 11-01-2009, 06:10 PM   #10 (permalink)
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That's the whole point of a fortress siege. Barring ladders and other wall penetrating equipment, fights that banged on the door were not allowed access to the archers up top back when real castles and forts were being fought over in this manner. Unlike then, melee have healers to keep them alive hehe.

Assassins should be able to "scale" the wall somehow. Maybe give them some kind of aetheric stone penetration ability or whatever because the main stealth class should be able harass the ranged classes.

Yeah, give assassins one more thing to be even more OP. And as far as the seiges go, I have tried 3 and each time I get maybe 3 fps at best if I dont crash. Does anyone know if there's a definite fix? Or is this something that we are going to have to live with if we decide to stay playing this game?
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Old 11-01-2009, 06:38 PM   #11 (permalink)
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Originally Posted by Irythros View Post
All that really needs to be done is removing the old, crappy system of needing to stand still to start an attack.
agreed... if instant cast attacks did not require you to stop it would flow much better.
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Old 11-01-2009, 07:59 PM   #12 (permalink)
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Originally Posted by Rim View Post
That's the whole point of a fortress siege. Barring ladders and other wall penetrating equipment, fights that banged on the door were not allowed access to the archers up top back when real castles and forts were being fought over in this manner. Unlike then, melee have healers to keep them alive hehe.

Assassins should be able to "scale" the wall somehow. Maybe give them some kind of aetheric stone penetration ability or whatever because the main stealth class should be able harass the ranged classes.
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Yeah, give assassins one more thing to be even more OP. And as far as the seiges go, I have tried 3 and each time I get maybe 3 fps at best if I dont crash. Does anyone know if there's a definite fix? Or is this something that we are going to have to live with if we decide to stay playing this game?
I liked the way WAR did it, where the MDPS classes could 'break' into keeps.

Back when real forts where been attacked, it wasn't by flying demi-gods who can cast magic and fight 'daemons'

I still think games that have forts and sieges should have a way to let melee classes get to the ranged on the wall, be it awesome siege cannons, or siege towers.

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Old 11-01-2009, 08:59 PM   #13 (permalink)
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I liked the way WAR did it, where the MDPS classes could 'break' into keeps.
Nah. In WAR you could stand up the top and fire from range at the melee outside and there wasn't a damn thing they could do about it. A demo magus could stand just inside the door (or any wall) and non-stop aoe with complete impunity.
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Old 11-01-2009, 09:21 PM   #14 (permalink)
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This animation business is just plain ridiculous for any meaningful PvP with a melee class. Are the koreans and chinese complaining about it too? They must be.
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Old 11-02-2009, 11:59 AM   #15 (permalink)
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Nah. In WAR you could stand up the top and fire from range at the melee outside and there wasn't a damn thing they could do about it. A demo magus could stand just inside the door (or any wall) and non-stop aoe with complete impunity.
Im guessing you left before the keep ninjas became a real problem.

I will describe what it was to those that dont know

Basically you would make a warband or 2 and in each group have 2 healers and 4 mdps, the MDPS would then 'break into' the keep and attack the defenders and lord whilst been kept alive by the 2 healers in each group spamming AoE heals (they didn't need LoS).

It got that bad they had to add a keep upgrade called a deadbolt.

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