Tree of Savior Forum

Melee vs Ranged

@Staff_Julie
Please Devs consider increasing hit boxes and AoE of melee swings. Utilize your unique idea of AoE Attack Ratio and actually give it a purpose. That should be our limiter, not frustratingly tiny hit boxes and AoE of melee strikes.

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It’s just curious as to what the philosophy of balance is in this game. The base gains of hp/sp are so minor that it cannot be the sole balance between Swordsman/Cleric (Melee dependent builds) vs Archer/Wizard.

Can anyone even remotely come up with a reasonable balance philosophy at this moment as to what benefit Melee has over Ranged? Yes they’re unique roles for clerics and swordsmans that archers and wizards can never provide but that’s hardly the issue. The true question that is begged is what counters the entirety of having to run up, chase, and actually land abilities on targets as Melee when Ranged has such a simple time accomplishing that. Melee are brutally punished for having to deal with large AoEs in PvE and PvP, and are hardly anymore inherently Tanky than Ranged.

Why why why?

We need to at least start a petition for removing knock ups and knock backs from any abilities that grant those. It’s just so ridiculous in the current game with how melee works and how shotty the collision and position latency works out to be. Too often do I hand knife or Palm strike something for it to be position glitched shown somewhere it isn’t. And I have to wait until the monster ā€œstandsā€ and begins moving before the server realizes it’s somewhere else.

ADD Knockback removal to all skills via Attribute. Please dear lords of sanity. This would at least be a partial remedy, and just a generally wise option. Or a much more favorable option would be an attribute that turns it from knock backs to stuns. Oh god that’s a pipe dream of course but how much more favorable for melees to KEEP their target IN PLACE instead of shooting them all over the place like pinballs and making ourselves need to chase targets once again

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That’s always been a problem in MMOs though. Archers who PvP usually have a knock back skill, wouldn’t be fair to keep them locked down. This is usually balanced out better because CC classes usually do more burst damage once they catch up with them. We can do good burst hits, but Archer’s/Mages have burst equal to or better than most CC. Giving them the advantage. CC’s dmg just needs to be worth something.

For PvE… Again we just need more oompf. We’re just solidly out DPSed because we spend too much time running around to avoid being hit up close and personal.

Imho they should add a skill that either slows a target / area from afar; or let you close in to a target like blink strike covering a small distance to an instant attack.

Swordsman have an insane HP pool (over 2-3x that of ranged classes) as well as some CC resist skills and gap closing skills.

Clerics have damage mitigation skills and heals.

Now your question is answered. If you don’t like the answer, that’s a different story, but that is the answer.

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none of these ppl know how to play a melee class nor do a proper stat distribution, thats why they make stupid topics like this at the forums

Level 280 Swordsman Rank 7
300 Attribute points spent in Con
Total Con = 397
HP: 49,396
[Swordsman have 129% more HP than a Wizard here]

Level 280 Wizard Rank 7
300 Attribute points spent in Con
Total Con = 389
HP: 38,282

The rest of anything you say is immediately forfeit. But I’ll say this much, guess what the meta in kToS is for the game.
(Hint: It’s Con)

Next time before you pull numbers out of your ass, try to add some validity. It’s only a detriment to the discussion to throw conjecture everywhere.

Okay, so you weren’t interested in the answer; you just wanted to whine like an infant.

I had a feeling that was the case. Whine away, child, I won’t reply to you anymore.

Okay, not a loss at all. You were immediately proven incorrect and call others an infant. So far what I’ve brought to this topic has been pure fact. The game latency does effect Position, the game does have poor collision, Ranged does have a severe advantage in landing abilities, hit boxes are small, and hit radius for melee is too narrow.

I’m interested in the answer when the answer is a fact. Your answer is false. I’ll always take the truth whether I like it or not. I’m asking for a design philosophy and your very first statement was incorrect by a large margin. Even at max level and at 100 con (Favoring Swordsman) the difference is still only at 68.7%. That’s hardly reaching the margin of DOUBLE.

then again, who the hell needs CON? its the dumb swordsman that dump most of their stat points on CON that end up being weaker than other DPS classes

now if it added defense, it would have more usefulness but that extra HP really isnt required compared to having physical damage

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So after a bit of solo exploring at 240+ for my monster and map journals, I’ve noticed one more glaring flaw in this game’s coding that seems to handicap melee classes in PvE.

Monster Sprites/Hitboxes

For some reason, monster sprite locations don’t match up with their hitboxes. I’ve had many ability animations go right through a monster’s on-screen sprite and not even graze them. I suspect that this may stem from inconsistent pinging of monster locations by the game engine, which causes their hitboxes to lag behind their sprites and vice versa.

This issue becomes readily apparent when trying to use abilities on knocked-down monsters. I’ve had many occasions where my abilities would whiff on a knocked-down monster, with its sprite ā€œsnappingā€ to its actual location a second or two after.

I believe that redesigning the game engine would require too much development resources, so a simple change to the hitboxes of melee abilities would be a more practical solution to this issue - preferably to fit the size of their animations. Such a change would be a huge quality of life improvement, and go a long way towards fixing the many compounding gameplay issues that make playing a melee DPS an exercise in frustration.

the difference was that in WoE, ranged dmg was 50% nerfed and rangers couldn’t wear a shield effectively.
and obivously most spells were targeted, so you wouldnt just hit thin air.

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In PvE, swordsmen are the tank class so they need CON because high level mobs hit hard as ā– ā– ā– ā– . Extra HP is much, much better than extra defense, because defense scales horribly and heals are % based.

In PvP, everyone goes full/mostly CON. It makes no sense to do anything else. You can either dump a stat point into +1 damage or a stat point into +85 hp. Meaning, for every point you put into STR vs. someone else putting that point into CON, you have to hit them 85 times more for it to be ā€˜worth it’.

i havent read anything here. but i also agree with melee having the disadvantage…

as an archer all i have to do is start every fight with fulldraw, and its instant 17 second lockdown.

every time some melee duels me. they cant wrap their head around why imc would implement something like fulldraw capabilities.

i agree with them… its broken… fix it

CON is really not required, not even for end game.

with a full plate set and aspersion buff i have nearly 700 defense without a shield and i take 1 dmg from pretty much everything within my level range (except magic type monsters)

STR not only gives 1 ~ 2 points in damage, it also increases weight limit, and increases critical damage by alot… this is something you WILL require end game because monsters have very high HP and it will take forever to kill stuff with low physical attack / critical attack

I don’t PVP, so if PVP builds rely heavily on CON then thats totally different, but I know for sure its definately not required for PVE

Hahahahahahahahahaha. [quote=ā€œEndurance, post:36, topic:215169, full:trueā€]
CON is really not required, not even for end game.

with a full plate set and aspersion buff i have nearly 700 defense without a shield and i take 1 dmg from pretty much everything within my level range (except magic type monsters)

STR not only gives 1 ~ 2 points in damage, it also increases weight limit, and increases critical damage by alot… this is something you WILL require end game because monsters have very high HP and it will take forever to kill stuff with low physical attack / critical attack

I don’t PVP, so if PVP builds rely heavily on CON then thats totally different, but I know for sure its definately not required for PVE
[/quote]
Let us know when you’re in ET buddy

Let me know how you perform on end game monsters with alot of CON… i’d bet you would have alot of trouble :smiley:

Also there are party buffs that could double your base HP, i’ve seen it in videos already. CON is a complete waste of stat points for swordsman, its better for other jobs that have a low base HP like wizards

I Think A skill that can instant dash to target was the best skill for any melee

Whoa there.

If a sword that has a high hp pool and high dmg, they can actually tear down whatever. Swords have the hp to soak, cause I think they made them like the traditional tankster classes.

If a melee can dash straight to ā€˜jump’ to a squishy in pvp, the squish would die instantly cuz, all of your barbarian stun and peltasa shield stunning. How is that fair for a ranged player. :stuck_out_tongue:

Archers and wiz are quite tissue paper. Of course we need CC and higher power to kill things before hey kill us. But I agree, ranged dps have a much easier time to kite quite a bit of things. :sunny: