Angaurath Posted March 5, 2012 Share Posted March 5, 2012 Given identical or balanced numerical stats and power (other than range, of course) - Melee WILL be more difficult to play (as in, takes more skill) because you have to devote a lot more attention to precise movements on the battlefield AND keeping your target in view. A ranged does not need to do this to nearly the same degree. In other words, melee requires more twitch skills. -This does not make melee unbalanced, just different. For the purposes of disclosure. I am a mediocre PVPer but I enjoy it. I have a sage (31) a commando (boring), a sent, and a shadow (both low twenties). I'd have a 50 by now but I am levelling up alts in each of the crafting disciplines. God knows why I will say that at low levels, melee is less forgiving until you have a full toolset of gap closers and interrupts. Link to comment Share on other sites More sharing options...
Morticoccus Posted March 5, 2012 Share Posted March 5, 2012 The only thing you need to know to use gap closers effectively is that ranged classes use a crapload of skills to knockback and/or kite you. So you shouldn't lead with leap unless you absolutely have to. Link to comment Share on other sites More sharing options...
Szadek Posted March 5, 2012 Share Posted March 5, 2012 (edited) As Jedi Guardian I dont have any problem with Those, just focus them and they go down in secs. Dont feel any problem with Ranged atm, tracer missiles I laugh at them, The BH that spam them is usually dead in very shoort time. The ones I feel harder to kill are Healers for a simply reason protects and cc cover that the team gives them. Wat needs Nerf are stealths cause they usually run on hide, Stealth should not be allowed on Combat! and if so not more than few seconds. Regards, Edited March 5, 2012 by Szadek Link to comment Share on other sites More sharing options...
Morticoccus Posted March 5, 2012 Share Posted March 5, 2012 (edited) As Jedi Guardian I dont have any problem with Those, just focus them and they go down in secs. Dont feel any problem with Ranged atm, tracer missiles I laugh at them, The BH that spam them is usually dead in very shoort time. The ones I feel harder to kill are Healers for a simply reason protects and cc cover that the team gives them. Regards, The situation I hate is where a sorc and merc cover each other from max range, there is literally no way to avoid being focused and chain slowed to death. Add to this that the sages on your team will only VERY rarely give shield/healing to sentinels, reserving that for ranged and the other melee classes. Edited March 5, 2012 by Morticoccus Link to comment Share on other sites More sharing options...
EternalFinality Posted March 5, 2012 Share Posted March 5, 2012 The problem with making roots affected by resolve is it's a two way street bud. Uh, yeah. I know. It would still help melee far more than ranged. Link to comment Share on other sites More sharing options...
GRINnBARRETT Posted March 5, 2012 Share Posted March 5, 2012 The reality is that BH/Trooper & Sorc/Sage are just easier to play. For that reason alone, you will see more of them in game. Their rotations and priority systems are easier to identify and make second nature. You can be an average player and still excel with these classes, or at least become viable. Whereas an average melee player is going to get toasted more often than not. I don't have an opinion one way or another about fairness. It is what it is. I'm playing melee & range, and enjoy each for what they are. Link to comment Share on other sites More sharing options...
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