Laforza
Active member
Always agreed with the idea that any melee class in a pvp oriented space needs some form of gap closer without making it too powerful. Something that worked in almost any situation to either close distance to a target, or to put distance between you and your target. The greatest weakness of any melee is if they can't actually get into melee. Issues arise when something like a champion or guardian sprint can be traited to last a really long time which they used to. Other considerations are some melee classes have slows that are much weaker in % of movement slowed compared to some slows of ranged/tactical classes. Stuns and slows have always and will always be a major part of pvmp. Brands/Insignias not working to mitigate these is also a huge factor, though it sounds as though it's being looked into.
No melee in a group will want to rush into range to actually hit something if there isn't much point trying to out damage competent heals while also making themselves the primary target simply due to proximity. Maybe they need to rework things like the induction setback all melee attacks do towards heals/channeled skills. So that a single or at least concentrated melee group is the most efficient way to overcome the other side. There are just so many variables and the simple fact that ranged skills allow much less movement to attack multiple targets in any focus target scenario.
No melee in a group will want to rush into range to actually hit something if there isn't much point trying to out damage competent heals while also making themselves the primary target simply due to proximity. Maybe they need to rework things like the induction setback all melee attacks do towards heals/channeled skills. So that a single or at least concentrated melee group is the most efficient way to overcome the other side. There are just so many variables and the simple fact that ranged skills allow much less movement to attack multiple targets in any focus target scenario.