Quote Originally Posted by BloodRubyXII View Post
What it's like playing M Ranged in Feast atm:
12.5k hp pool.
2 potions.
Ill wind working as a full on pacify instead of just a silence - so cant ward or potion under the influence of it.
Average burst windows hitting you for 5-7k.
Potions being on tick delay, use too early and it lands with you on full HP, use too late and you die even if you pressed it on 5k hp.
Potion heal potency is based on remaining hp, but it's unlike you can use one before 50% HP without dying. A melee is more likely to get away with using a potion on 30% HP and getting the full benefit of it than a range is, because 30% hp for a range is like under 4k hp - and there are executes in the game that'll hit you harder the lower hp you are, but snap punch and a TFC will kill you at that hp. Physical range have the same HP, but have better kiting potential in just about every way (lol dancer)
We don't even have the HP trait anymore to use as a crutch.
Endless frustration because a melee can push in constantly and freely do damage whilst having amazing survivability and if you follow you leave the sanctuary of the walls and get 100-0'd if you don't have an escape.


Piece all my breadcrumbs together because I'm too lazy to thx.
I agree. In order for a ranged to not die they will have to pop both their pots and use Recupe after just one burst and melees can burst a lot faster now and hit harder so next burst a ranged won't be prepared for the next one and most likely just die. Another issue is that ranged should have more of a solid consistent burst instead of a burst that's just pressure basically. Also thanks for staying on topic