Simple question, simple answer?

#0 - Dec. 9, 2006, 11:34 p.m.
Blizzard Post
- after I posted this, I noticed it was on my lock alt not my warrior main, my main is Muru, he is in ZG/MC gear with a Zin,Rhok and is specced 41 points into arms -


I have a question -

Warriors have 3 methods to close range with a caster:

Run to him

Charge to him

Intercept him

I usually have to exaust all three of these methods to get about a good 3 seconds of melee time to kill the caster before I'm disabled by another crowd control method, after this I basically have no option with my skills but to die. Warriors rely on their burst damage to make the most out of those three seconds, but wait, you can't generate any rage because he put up a bubble. . . caster blinks, sheeps you, frost novas, death coils, use your imagination . . . basically after this, you have no choice but to die.

It is not unusual for a caster to 2-4 shot a warrior and kill him without critting, warlocks can cast a few dots from max range and just move on to kill another target.

This I believe is the main source of frustration when playing a warrior in PVP, it would really help if some of these things could be justified or maybe I need to L2P, anyone?

edit - altered title. removed name
#5 - Dec. 9, 2006, 11:54 p.m.
Blizzard Post
I don't know if that really is a simple question, but it might make for some good discussion.

In most MMOs, melee have a disadvantage to ranged for the core reason that you mentioned. You have to close distance. This goes a lot deeper than simply this game, because of the way these types of games have been developed over the years.

In this game, however, we have tried to provide counters, such as the mentioned triket, to assist in this. Warriors do have fear-counters inherent to the class as well, which provides specific class responses (priest, warlock). This can be quickly complicated, I understand. I read your post and you are jumbling abilities together as if one single class has all of these things at the ready. I know that isn't exactly what you meant, but that is how you convey it.

Again, we have to get into a group situation. Why wouldn't a pally cast blessing of freedom to help you close range? Why doesn't a teammate target your source of frustration? Bottom line is, an organized team is going to beat a group of individuals every time. They will have responses available when they can not provide them by themselves. No answer I provide regarding a 1v1 situation is going to mean anything at all. It would probably only bother folks further.

Yes, it is a complicated issue and I don't disagree that melee classes have a lot to overcome against casters, but it also seems like a lot of people take the gung-ho attitude of 'I should be able to take him myself'. Again, some classes might see that from time to time, but it really can't be stated as an all the time thing.

Anyways, perhaps some interesting discussion of the base game structure of melee vs ranged could be in order. It is a deep-seated topic as far as MMO design goes and is obviously relevant to the warrior class.
#11 - Dec. 10, 2006, 12:05 a.m.
Blizzard Post
Q u o t e:


Because the pally is too busy Crusader Striking. Having another of my teammates kill the guy I'm trying to kill doesn't help the situation at all.

Support classes have great solo PvP options they can spec to, such that they don't need warriors at all. Why don't we have something similar?

Well, my general reply for a saturday would be that you aren't a support class. Again, tough position to be put in, but it is kind of a trade off for having a primary tank focus in PvE. For PvP, warriors deal damage. It's pretty straight forward. If you start tacking on more support oriented abilities or crowd control or shift the focus from primarily DPS, you shift the PvE focus or balance as well.

Tough part being, everyone wants to be involve in all of the disparate parts of the game. Some classes simply lend themselves more to some situations than others. Look at the desire for Taunt to be effective in PvP. That speaks of a want to make tanking viable in PvP, which is a tall order. It basically says, 'a player should have no choice but to attack me'.

In general, the devs think that would be highly disruptive for PvP.