More love to Melee Tank - item idea (in General)


AdminShade February 28 2010 7:13 AM EST

I just had a possibly very nice idea for an item which would definitely be in favour of the Melee Tank.

This item would, effectively be the opposite of the HoC, it would remove 1 round of Ranged Combat.

Situation sketches:
1: Neither have HoC or anti-HoC: 5 rounds of Ranged combat
2: Opponent has HoC, you have no anti-HoC: 6 rounds of Ranged combat
3: Opponent has HoC, you have an anti-HoC: 5 rounds of Ranged
4: Opponent has no HoC, you have an anti-HoC: 4 rounds of Ranged

QBJohnnywas February 28 2010 7:16 AM EST

I like it. In my opinion, it's not the level of the damage dealt by a melee tank that is the problem, it's the surviving through six rounds of ranged that needs a bit of fix.

Mythology February 28 2010 7:17 AM EST

I thought same thing while reading that other thread, hitch I upon was it'd mean only one of your minions would have to wear the helm, which makes it a bit OP.

I like the idea, just balancing it would be hard.

I'd call it Berseker's Helm or some such :P

winner winner February 28 2010 7:18 AM EST

Wouldn't this help any kind of character that does damage in melee?

QBJohnnywas February 28 2010 7:25 AM EST

Yeah, go ahead and make it work for rbf!

AdminShade February 28 2010 7:33 AM EST

SK, yes this would, same as the HoC helps any kind of character dealing damage in ranged.

Perhaps for balance, make it affect the entire opponent's team but only provide the 1st melee action for the minion wearing it.

iBananco [Blue Army] February 28 2010 7:34 AM EST

Problems:
1. HoCs don't give team-wide effects. Do two HoCs get cancelled by one anti-HoC?
2. HoCs must be equipped on your ranged damage dealer. This item could simply be dropped on any PL sink.

I'd much rather just have a buff to melee tanks. Make BL reduce damage taken by the tank in ranged, then slowly apply the reduced amount over 5-10 rounds of melee or something.

AdminShade February 28 2010 7:38 AM EST

Then have the minion deal damage with the melee weapon/spell/whatever during the 5th round of Ranged as if it were the 1st round of Melee.

That would make it effectively the opposite of the HoC


But! 1 HoC effectively removes 1 round of melee for the other team (making 44 rounds of melee instead of 45), so it DOES have a team wide effect.

Admindudemus [jabberwocky] February 28 2010 10:41 AM EST

But! 1 HoC effectively removes 1 round of melee for the other team (making 44 rounds of melee instead of 45), so it DOES have a team wide effect.


that is certainly a team wide effect or even an encounter wide effect and a pretty massive one.

i actually think that the hoc should be changed so that it does what the wiki states...adds a round of ranged. i don't think it should also take away a round of melee.

iBananco [Blue Army] February 28 2010 10:45 AM EST

Are you honestly saying that 44 rounds of melee instead of 45 matters in a significant proportion of battles?

Admindudemus [jabberwocky] February 28 2010 10:52 AM EST

every round matters if combat goes long enough. it doesn't at the moment and many would like to see that changed as well. back when we had fewer combat rounds we had a ton more stalemates. i do still stalemate a few people and am unsure whether an extra melee round would help, but either way, the hoc shouldn't do both in my opinion. for the main reason that it would make other similar items easier to balance if the mechanics worked as stated in the wiki.

QBRanger February 28 2010 12:08 PM EST

Anything that would give a bonus to the RBF I would be dead set against.

Pwned February 28 2010 12:25 PM EST

cllllloooooooaak........ rib-bit clllllooooooooak..

Pwned February 28 2010 12:27 PM EST

Reduce ranged damage and increase melee base PTH then I'll be happy and I'll shut my pie hole.

three4thsforsaken February 28 2010 12:33 PM EST

nerfing ranged is a boost to the RoBF?

So pretty much nerfing anything that's not nerfing the RoBF is an RoBF boost. By that logic any introduction to any defensive item that an RoBF could wear is an RoBF boost. This is like Todd's unfair advantage except people are taking it seriously.

Pwned February 28 2010 12:42 PM EST

You know if you read carefully EVERYONE agrees that GA is too powerful. They might not say it outright but its in everyone's thoughts and their subconscious.

Lochnivar February 28 2010 12:44 PM EST

Cloak of Invisibility - shortens ranged combat by 2 rounds

As it is a cloak it won't help RoBF, ToA, or Familiars.... huge for SG,CoC and melee tanks though...

Not sure if this works as a per-team item or if it just would remove the equipped minion from the first couple of rounds.... damn the details!

QBRanger February 28 2010 12:54 PM EST

nerfing ranged is a boost to the RoBF?

Certainly!

If I and other missile users cannot kill the heavily armored, TSA/PL/Revive backed RBF characters in missile, then we have less chance to do it in melee. When the millions of damage from the RBF autohits.
You know if you read carefully EVERYONE agrees that GA is too powerful. They might not say it outright but its in everyone's thoughts and their subconscious.

I perhaps may be the only one who thinks GA is a perfect foil for every damage except the RBF. GA actually makes one think of having to have some defense. Whether DM or AC or AS or anything else.

The only thing I would perhaps change about GA is the cap. With the lowering of damage throughout the years, the GA cap has not changed. I think perhaps it should increase from 3.5x to 5x. Maybe but it is not a priority according to me.

Pwned February 28 2010 12:58 PM EST

redo melee rounds with a bonus

check if a ranged weapon or any DD spell is being used if so bonus cancels

check if a melee weapon is used and if there is one then, reduce ranged damage by some brain hurting equation with something to do with str and hp.

Pwned February 28 2010 1:02 PM EST

The only thing I would perhaps change about GA is the cap. With the lowering of damage throughout the years, the GA cap has not changed. I think perhaps it should increase from 3.5x to 5x. Maybe but it is not a priority according to me.


That is a very good point. Maybe it was forgotten and not looked at when the changes were made? Repercussions of changes that might not been noticeable when they were made but now are becoming more clear.

AdminNemesia [Demonic Serenity] February 28 2010 1:37 PM EST

Helm (or Cloak) of the Ghost Army [-5]+0

This item would remove the wearer from combat in the last round of ranged. The minion can neither deal damage or take damage for that round.

ResistanZ2 [The Knighthood] February 28 2010 6:01 PM EST

I reeeeeeeeeeally like this idea.

AdminQBGentlemanLoser [{END}] February 28 2010 7:20 PM EST

That is a very good point. Maybe it was forgotten and not looked at when the changes were made?


It wasn't forgotten. ;)

Me and some others were quite vocal about it, when the damage changes were made.

iBananco [Blue Army] February 28 2010 7:49 PM EST

It's 2.5 right now, not 3.5.
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