Surely, but where Skonars screenshot showed 3 ranged, you have only 2 , which already makes a big difference - and while I dont want to be arrogant, I have the feeling both huntsman and pyro havent really done their job.
Thatās true. I tested the Two-Handed sword with BH on Champion and it felt suprisingly good in the beginning. Thought to use it more, if only for varietyās sake.
Then I wanted to block and dodge during a horde. Itās like the Skaven smeared tar all over the sigmar cursed ground.
Not to be rude, but the slayer in that screenshot didnāt seem to be doing their job either really, given they have around the same melee kills as the BH played by Skonar, while having almost twice the damage taken. The slayer wasnāt even lvl30, so might just be them lacking the experience to play it properly.
Although i do think the conclusion is that scoreboards are not a reliable way to determine anything.
Letās look at the three main āoffendersā though: WS, Pyro, and BH.
WS, when played to full effect, generally has about a 1:1 ranged:melee kill ratio, or even a ratio that favours more melee kills, depending on how the hordes spawned. She can/does run out of ammo a lot, even with perfect stats/talents, she just has a lot of sustainability.
BH also gets a pretty good spread of melee:ranged kills, and his ranged kills tend to be more in the mid range. He also has to manage his active kit pretty effectively/aggressively to do well.
Pyro technically has infinite ammo but even with Heat Sink, youāre still venting a lot if youāre specād for max DPS. Sure ppl can take vent on Head but thatās, tbh, very bad. Her attacks have less lethality than other ranged characters (eg. a good WS will beat a good Pyro to pretty much every ranged kill) and they stagger for a long time before they actually kill. Her damage numbers are inflated by the fact that sheās ātouchingā everything with her fire. Melee and ranged players alike tend to play more conservatively with a Beam Pyro, for example, and complain that sheās stealing kills but the truth is that sheās more of a CC specialist. She locks everything in place and lines it up so the melee/ranged can knock it down. Itās way better and faster if the other players move up to the front Siennaās creating and chop/shoot down the mobs sheās pinning in place.
So I do agree that melee needs some more kick to it, I think the current ranged balance is very good but that most people donāt change their playstyle to match the team comp.
I think that would be very helpful. A lot of discussion seems to be stuck at arguing over what a particular class or weapon was designed for with no clear answer from Fatshark one way or the other.
If we could all be on the same page about what the end goal is then our feedback could focus on the actual tweaks and not changing the fundamental play-style every other hotfix.
Also, look at the other repercussion of nerfing ranged sustainability: less ammo lying around for everyone else. Other than Slayer, everyone has a ranged option. If the ranged characters arenāt self-sustaining, it just means that non-ranged characters arenāt ever going to have any ammo where right now they can effectively manage it such that theyāll be covered from pickup to pickup at least: run -> shoot -> melee -> pickup ammo -> repeat, always pressing the frontline.
Letās consider Slayer to be a special case. I personally think heās balanced but only in the hands of likeā¦ a godly player, which is problematic. He should be easier to use.
Thats what I meant with outshined in the first screenshot, there is no reward or compensation for going meleewhen ranged can do just as much if not more.
Not even considering phantom hits, hookrats getting you through walls/corners and other hilariously bad stuff.
Ranged must be nerfed if we want meele in this, that is simply because ranged will still take out rats before a meele can reach them.
I beg to differ, Zealot, Slayer, (Footknight) and Handmaiden are clearly melee favoured - and to be honest I would be happy to see their ranged weapons removed like Slayer in return for vaible buffs to spice stuff up a bit.
Its just that there is no reason to play the gimped Zealot version anymore or classes in general that get outclassed in every regard, not even for fun, because there is no fun to stay there and watch everything die 2 foot away from you.
Everyone must be forced to play melee only like I do because I have potato aim and am insecure. Do not argue with progress
Constructive
Many who want to play meele do it for fun, some are excelent at ranged. Itās to easy to play ranged, itās spam bamm, wham!. Everything dies
Clearly the most accurate response on this entire thread.
Iām not fond of having range weps pierce through multiple enemies. Iād rather it be a one and done for most of them. Granted, this would some of the choices objectively worse but you could just adjust ammo count/damage/rof values accordingly. Ammo traits still work, just not off a bunch of guys for one shot.
This is also something that cannot be understated: ANY reduction in ranged that you do in order to nerf the big bad band of ranged dps, it will inevitably hit the ranged of all none ranged characters. Like Avar very succeedly stated, removing their sutainability results in them taking more of the ammo that lies around on the map, which they should prioritise because their dps depend on it, resulting in melee focused characters having even less options to choose from because they will be forced to use their ranged weapons only as last resort weapon and still run out, since they donāt get many of the benefits the ranged carreers get that make their ranged attacks more effective (better zoom, better weapons, higher ranged damage, faster reload, all that nifty stuff).
Remember when they nerfed the falchion (which is kinda the recen Kruber nerf: everyone knew that it was performing a little too well, they overdid the nerfing, now you rarely see it because it does not have a defined profile) or the rapier pistol because BH was performing too well with it and it hit everyone harder than BH, resulting in BH being even stronger in comparison now? Now consider how many times we all have talked about the two-handed swords being not up to par because of very obvious reasons? Nothing has been done so far to make them really viable.
āThis is a melee focused gameā has become somewhat of a meme for me, as I think folks think if they keep repeating this mantra often enough, itāll somehow make thos nasty ranged weapons go away. It is not going to happen, the game is deliberately designed to favour ranged DPS in almost any situation where it matters. Melee is in a good place and I feel that roughly half of everything is done with melee and the other half with ranged. Everything I see is just screenshots or videos with this class supposedly being outperforming everybody else because of range or that setup being the new meta.
This game does not need much change, it just needs some well considered buffs in melee and small tweaks. This game is alot more melee focused than VT1, if you want to count videos of people playing the game as evidence, you can see it a plenty (if you forgot: How big was the BoPās ammo pool again in VT1?). I am too starting to think that most people who start complaining about the evil ranged meta are either playing the same maps over and over where you can cheese stuff with ranged, or only play with people that let them do everything by themselves or simply want to force their own vision how the game should be on everybody else, for what reason I cannot imagine.
Buff and fix melee carreers and weapons, leave ranged as it is. Or do what you did with Kruber in the last patch and see how far that takes you with the player base.
Not to mention the rat stacking. In the place of a slave there are 10 rats stacked and a single blow kills you.
Worse, they can spawn inside you, by vaulting over a wall or through a hole, whixh is absolutely absurd and wasnt the case in VT1 so I dont know why they though it needs to be implemented in VT2.
Or when they walk through you while you are stealthed as ranger vet and then you canāt move
Or you walk OVER them after beating them down, dont know they still breath because the beatdown animations are so bad, and just hit you in the back because apparently, the minions in this game need no sounds.
Or how they get crazy long invulnerability to all stagger after climbing or dropping.
Inability to be staggered while climbing is the worst. I was surprised when it wasnāt changed in the first game and dumbfounded when it wasnāt added in this one.