Noisestorm wrote:People also seem to forget that the sole purpose of a Ranged group is to - in fact - keep distance. The whole idea of making a ranged group is to simply not get into melee range.
So in your opinion a melee group shouldn't have the possibility to catch a rdps group? Please tell me how this can be called "balance" .
Noisestorm wrote:You can also always run a range/hybrid group yourself and do the same to counter other ranged groups if you like to, but you are supposed to have a hard time dealing with ranged groups with only melees.
This is probably your definition of "balance", your logic leads to a huge imbalance in a game which already favors rdps more than mdps in most daily pvp situations.
Noisestorm wrote:..which is simply not true. Be it charge, stealth, some form of ranged CC or simply using Resolute Defense yourself as melee will give plenty of opportunites to get into range.
Charge on tanks? That's new for me or do you ask the melee to overextend into 3 rdps while the tanks are out of guard range? Also a decent rdps will knock you down during charge.
ranged CC in a melee group? oh yeah FoF and Ensnare - the abilities you want to get nerfed.
stealth? see Charge
Resolute Defense? another rdps biased suggestion as this would force the mdps to relenquish offensive potential. Basically what you ask for is that 4 people (the melee train) are going to spend 30 of their renown points to catch 1 rdps? sounds balanced.
Noisestorm wrote:The m1 root as it currently exists though is in many situations a guarnteed kill.
no it is not:
- FM / Rootbreaker
- Immunities
- Defensive Morales
- Tank CC
- Potions
Noisestorm wrote:but you now please tell me what exactly prevents the tank of the Melee group to not just do the same to their tank?
If the DPS is able to outplay the other groups DPS by using his Anti-CC abilities, the tank can be punted to China while the mdps group is still on the chase.
Noisestorm wrote:Also i will repeat it again that a lot of people reduce Focused Minds single use to being the root-breaker for said M1. But dont you ignore the fact, that you maybe could eat a 7 second range Silence for example?
there is no 7s silence in the game afaik and i doubt that a mdps group will run a silence specced AM, even though they would, the mdps needs a couple of seconds to close the gap so the rpds can pop FM, Selfpunt or Root and use flee to get on range again.
Noisestorm wrote:Or that someone gets hardcore focused and you maybe need to burn m2 to (rezz+)fastheal in order to keep him up.
Not a single marauder will use FoF on a healer if there are all rdps alive within a group. Healer are most likely pretty safe and do usually have way more defensive potential than dps classes.
Noisestorm wrote:Or that you maybe need to burst damage someone down and need the extra damage BEFORE you get rooted?
If you can burn someone before you are rooted, that means you managed to kill one out of 2 mdps within a mdps group. That's an insane damage loss and i highly doubt that you will get engaged but engage yourself right on to a healer after the dps is dead and hopefully manage to win the fight.
Noisestorm wrote:Like Peter already said, there are many ways to catch kiters/rangers without needing a ridiculous m1 root.
The morale isn't more ridiculous than the suggestion to combine a mdps with a magus for example or a shaman/AM as they do simply not fit into a mdps setup. If you want them to synergyze there is more than one balance thread needed. During the current stage of the game the morales are an essential tool to catch rdps while it still has more than just one counterplay.