Namine
Explorer of Wonderland
Posts: 3,209
Threads: 158
Joined: Mar 2007
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RE: Increased Sight Range
Defensively speaking to run away from ranged players that may not be true all the time. To a Sniper, nothing changed that anything that is in sight, can be shot. So the moment the melee player sees a Sniper, the melee player is already shot/threatened just like it is now. [note: this is under assumption sight range increase is nothing drastic beyond around 2 cells. If say the sight range increase is like 6, then yes there's some room that you can see a sniper and the sniper still needs to walk up a bit to begin attacking with whatever.]
This also an offensive nerf. I really don't need to pvp myself (which I never do) to speculate to reasonable accuracy that the running theory works both ways allowing ranged characters to escape from melee characters. Ranged characters almost always got more disables/pushback than melee character, and now melee have an even tougher time to catch up for the kill with cart boost/charge attack/etc. Overall, it's an increase in defensive stance for everyone, yet only ranged characters enjoy an increase in offensive abilities on top of it. It's an overall giant nerf in PvM for the monsters side (thus making PvM easier).
Thus, from those reasons above, I don't see this change as a balanced modification, and instead it only boosts specific classes more than others.
(As for scanning MVP, that's not really an issue because all players enjoy the same increase in sight, so everyone gets the same buff to spotting MVPs. Attacking the mvp the moment it is in sight however, is another issue altogether.)
~ Pyo! (Linker) ~ Pyuu (Sniper) ~ Namine (FS HP) ~ Cessini (Stalker) ~ Meteor Storm (ME HP) ~
(This post was last modified: 02-12-2011, 01:05 AM by Namine.)
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02-12-2011, 12:57 AM |
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