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Range Domination of HC

Do you think there is imbalance between range and melee atm?

  • yes

    Votes: 33 78.6%
  • no

    Votes: 4 9.5%
  • its balanced

    Votes: 5 11.9%

  • Total voters
    42

GreekCrackShot

Legacy Supporter 7
Joined
Feb 1, 2011
Location
New York
Hm, I don't know if I have too big of an opinion here, but as a Dreadknight, I was pretty satisfied with my performance against casters and rangers. I've never understood the reasoning behind buffing fireball so much, but I guess it's staying in. I don't think Dreadknights need a gap closer. Maybe for other players, but I carry around swiftness potions, therefore I can close to gap a bit easier since I can run faster than my opponent.
 

Malomarcus

Legacy Supporter 6
Joined
Sep 28, 2011
see last map I also had the problem of getting to the opponent. When I had to sprint at them I would hit them and have them basically fly away and then I was fucked. I was 4 shotted and got 1 hit in. So Dielan9999 I agree with you.
 

Malomarcus

Legacy Supporter 6
Joined
Sep 28, 2011
Hm, I don't know if I have too big of an opinion here, but as a Dreadknight, I was pretty satisfied with my performance against casters and rangers. I've never understood the reasoning behind buffing fireball so much, but I guess it's staying in. I don't think Dreadknights need a gap closer. Maybe for other players, but I carry around swiftness potions, therefore I can close to gap a bit easier since I can run faster than my opponent.
Okay so I am going to either have to make or buy them. For someone who is low on money. It is really hard to pay for those potions.
 

Dielan9999

Legacy Supporter 5
Joined
Mar 9, 2011
Location
Temple of Melonmancy
Hm, I don't know if I have too big of an opinion here, but as a Dreadknight, I was pretty satisfied with my performance against casters and rangers. I've never understood the reasoning behind buffing fireball so much, but I guess it's staying in. I don't think Dreadknights need a gap closer. Maybe for other players, but I carry around swiftness potions, therefore I can close to gap a bit easier since I can run faster than my opponent.


One of my reasons for suggesting samurais get a temp (personal) speed buff like the Bards can do for their party was because of this. If Heroes shifts to far towards potion-reliance it would unbalance Crafter. Everybody would be an alchemist to either make potions themselves, or to make a quick buck on the market for potions.

Since PVP is constant in Herocraft, there will never be a surplus of potions. I'd rather see potions be like delicious soda, nice to have but you can go without, instead of super-crack where you NEED it.
 

WoleverEntun

Legacy Supporter 3
Joined
Apr 6, 2011
Location
Korea
As soon as someone gets close to me as a wizard, I'm done. Sometimes I get to use bolt, unless I am rooted or silenced or kicked or ice-bolted. I have 14 kills and 175 deaths. This may be due to the fact that I didn't fight for all of Zeal, but casters are dead as soon as you get close. This is in my experience.
 

Aetosion

Obsidian
Joined
Aug 27, 2011
I definitely agree with you, WoleverEntun. As a Wizard as well, if I can't keep at least 10 blocks from the enemy, I'm dead. If they start the fight, I'm normally always dead because they're already close. If it's dragoon/disciple, with insane gap closing abilities, I might as well save the time and let them kill me.
 

GreekCrackShot

Legacy Supporter 7
Joined
Feb 1, 2011
Location
New York
I've seen people selling potions for as low as 10c, they are not that expensive.

As soon as someone gets close to me as a wizard, I'm done. Sometimes I get to use bolt, unless I am rooted or silenced or kicked or ice-bolted. I have 14 kills and 175 deaths. This may be due to the fact that I didn't fight for all of Zeal, but casters are dead as soon as you get close. This is in my experience.
You see, a smart caster will learn from that and NOT let the player get near you. That's the problem here, it's TOO easy for casters to hit and run repeatedly. Just my opinion, fighting most casters they seem to get away too easily...
 

Aetosion

Obsidian
Joined
Aug 27, 2011
My phone's not letting me edit my post, but I wanted to add my Kills are 70 something, and my deaths are 250+. How's that for ranged domination? xD
 

GreekCrackShot

Legacy Supporter 7
Joined
Feb 1, 2011
Location
New York
My phone's not letting me edit my post, but I wanted to add my Kills are 70 something, and my deaths are 250+. How's that for ranged domination? xD
You went PvP'ing with us when you were a low level caster, haha you died a lot then. And mob arena, I don't know if you do it that often, but most of my deaths are from MA.
 

Diffuse

Legacy Supporter 4
Joined
Jul 27, 2011
It is far too easy to keep distance from anything atm. That, coupled with the fact that all the range specs seem to have some of the highest single target AND aoe damage, is retarded.
 

Malomarcus

Legacy Supporter 6
Joined
Sep 28, 2011
Also another thing to think about in response to Greek. If casters and rangers notice that melee class are using speed pots. Then they will just carry them.
 

Fjordsen

Legacy Supporter 6
Joined
Oct 30, 2011
As a Samurai, it's nearly impossible to get Casters. If i'm lucky and close the gap, they will get knockbacked and start run again. I agree that Samurais and ninjas should have some skills to reduce distance to target.
 

xexorian

Admin ZeeZo
Retired Staff
Joined
Apr 7, 2011
Location
USA
Ice Arrows are definitely insane. I think the "Power Triangle" could be repaired by giving more Rogues skills like "One", giving them more gap-closing abilities on ranged persons. I also feel like the Ranger Armour/Dps is disproportional to, say, a Wizard.

"caster" vs Wizard, go.

Most of the argument's I've read refer to the burst-ier caster classes, and not to necromancer or beguiler which is half of the caster path, fyi guys.

Besides, Beguiler's are a melee-caster, so all this jazz about running away and whatnot is crap. We're also the 2nd lowest HP class in the game, as a "melee" hybrid. that's absurd. We only do 5 damage with a diamond hoe, and fireball. Plus we can dispel, but mortalwound, and bladegrasp, and other physical effects are not dispellable. It's pretty balanced from what I've glimpsed at in PVE.

I'd also like to add that aiming an insanely fast fireball in melee range can be quite futile if your target is spamming movement like a deranged lunatic.

One of my reasons for suggesting samurais get a temp (personal) speed buff like the Bards can do for their party was because of this. If Heroes shifts to far towards potion-reliance it would unbalance Crafter. Everybody would be an alchemist to either make potions themselves, or to make a quick buck on the market for potions.

Since PVP is constant in Herocraft, there will never be a surplus of potions. I'd rather see potions be like delicious soda, nice to have but you can go without, instead of super-crack where you NEED it.

I agree with this, because speed II potions are absolutely insane. I had no idea the speed and duration of them was that nuts. I'd wager a 15 or 30 second boost, on a 5 minute cooldown is PLENTY.

Also, Insta-Health II and Harm splash pots should all share that cd with speed 2's. (If they don't already) so it's more of a tactical advantage, and only a small one, at that. I feel that the health pots should only heal about 20-25 damage, and the harm potions should only do about 10-15 damage (if it's aoe, less)
 

Aetosion

Obsidian
Joined
Aug 27, 2011
You went PvP'ing with us when you were a low level caster, haha you died a lot then. And mob arena, I don't know if you do it that often, but most of my deaths are from MA.
Yeaaaah, raiding as an unspecc'd level 14 caster is probably a bad idea. I was wondering if we could see some statistics on which classes have the highest K/D ratios, would that be possible, Kainzo ?
 

Aetosion

Obsidian
Joined
Aug 27, 2011
Besides, Beguiler's are a melee-caster, so all this jazz about running away and whatnot is crap. We're also the 2nd lowest HP class in the game, as a "melee" hybrid. that's absurd. We only do 5 damage with a diamond hoe, and fireball. Plus we can dispel, but mortalwound, and bladegrasp, and other physical effects are not dispellable. It's pretty balanced from what I've glimpsed at in PVE.

Casters don't have a melee hybrid, which is one of my problems with the path. the Beguiler is a support hybrid, the casters equivalent of Bards, Paladins, and Healers. As far as PvP goes, Beguilers could be considered an Anti-Caster class. Beguilers specialize in debuffs, interruptions, and beguiling. Not melee.
 

Kainzo

The Disposable Hero
Staff member
Founder
Adventure Team
Joined
Jan 7, 2011
Location
The 7th Circle of Heaven
If anything, Geomancers are the melee hybrid - it's just not highlighted or completed.

We have no wants to introduce any new specs at this time
 

Aetosion

Obsidian
Joined
Aug 27, 2011
If Geomancers are considered to be the melee hybrid, perhaps we could capitalize on that to a greater extent? At the moment, the Geomancer serves no combative purpose that isn't already filled by a Wizard or Necromancer. Their skills provide more variety, but serve no purpose other than that which is already taken. A melee/caster hybrid would be great.
 
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