How to break the ranged meta
1. Remove momentum keep mid air. It is the main reason kiters can outrun someone chasing them even if they dont hit any shot or spell. I'm fine with being kited if the enemy out plays me by just hitting shots. If I can circumvent that I should be able to close the gap.
2. Add hard cc (stuns) to melee playstyles. I think it's completely weird that the best cc in this game is in the hands of kiting classes, which further enhances there kiting, while melee classes have close to no option to bind an enemy to them when they catch them. This cc could come in the form of abilities, or you could rework some 2h weapons secondary attacks. Nobody uses them anyway.
To be clear: I dont want kiting or ranged combat to be removed or nerfed to uselessness. I just want it to be one playstyle out of many with counterplay and not the prime solution to every problem and every matchup
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02 Sep, '25
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WITH how tanky melee classes are and how much damage they do, doing these changes will totally kill ranged gameplay
ranged classes usually are squishy, and melee classes usually do loads of damage at once.
a melee player would only need to catch a ranged player ONCE, stun and kill them in two hits. literally stun lock to death.
ranged classes dont have enough hp or damage reduction to sustain two hits back to back from a raging barbarian for example. what helps them survive is to dodge, jump, etc. so the attacks dont hit the head and you can survive the hits. stunning will allow the barb, for example, to hit the enemy on the head without having any counter play, since the target cant try to dodge, move, jump or anything like that.
nice feature.
there will be only barbs in the game.