I just want to point out current difficulties I encounter playing a (mostly) Warrior in PvP. Granted, I do not have a full PvP build but it is partially PvP, not full PvE.
More specifically the problem comes against ranged enemies. Certainly, I could design a better build and get better gems. Certainly too, I could use my skills better. I'm not saying melee is impossible to use PvP. But I merely want to highlight certain fundamental disadvantages.
The Core Issue
The core problem is getting kited. The way Eldevin has set up melee vs ranged is this: Ranged wins by kiting, melee wins by getting close and killing before kiting - and rangers specifically are given a skill to make themselves faster. Warriors are given a skill to charge in quickly and a skill to slow the opponent.
Some may think this is natural, but there is an alternative. The alternative is that ranged gets free shots while melee closes the distance, but that melee is naturally slightly faster. Once melee gets in close, the ranged isn't getting away; but melee isn't granted a charge skill - they have to eat shots while closing the distance. With the current damage mechanics, perhaps this would make ranged even more powerful. And I'm not suggesting this be changed, but am merely pointing out that the mechanics, rather than limiting kiting, are designed to make it a fundamental element.
Specific Problems
Lost Talent Points / Space in Skill Bar: The first issue that Warriors have is that they have to spend talent points and take up space on the skill bar just to catch a ranged enemy. Ranged units naturally have the advantage; they don't have to spend points just to catch a melee opponent. Some may say that ranged units invest in slow and stun, but melee uses stun also, so that's a wash. In fact, Rangers have their stun and slow combined in one skill (crystal blast) along with two talent points (concussion).
Warriors have to invest two talent points in adrenaline rush, three talent points in midnight's grasp, and require two skills used on the skill bar just to try to counter the natural kiting advantage of ranged units. Then throw in frozen spires and that's another skill on the skill bar (and possibly one to three points in Watch Your Step, with a Warsin build) to deal with enemies trying to run away.
As it currently stands there are 15 skills that I'd like to use (not counting buffs, which I keep on second bar) and only 12 slots. A full PvP build would likely focus on removing some of these. But it still stands that a Warrior has to devote three spots just to cope with the natural kiting advantage of enemies.
Ignite/Crystal Blast Always Beats Jolt: When I cast jolt and a ranged enemy casts ignite or crystal blast, I always see the animation for jolt on my screen but it doesn't cast because the opponent's effect is quicker. Jolt has an added animation element for some reason. Another disadvantage.
Adrenaline Rush/Meteorite Stun Can Miss Fleeing Enemy: Adrenaline rush has a limited casting range (like any attack) but it doesn't follow a fleeing target outside of that range. So if used on a fleeing enemy who gets outside that range, its effectively useless except that its closed some of the distance. But missing the stun effect is enormous. Similarly, Meteorite can cast when a target is in range but if the target moves outside the blast radius it misses (which seems to happen a lot). Ranged characters do not have this problem. Ranged attacks that have a moving projectile will follow a fleeing target outside that range and around walls. And of course ignite is instant hit. This is an enormous advantage for ranged characters. If a warrior misses his stuns its automatically game over. This is the biggest frustration of mine out of all the disadvantages I listed.
Conclusion
Some will undoubtedly say that as a warrior you have to use smarter tactics. You can't engage at a far distance. Certainly this is true, but ranged characters know the same thing. This leads to standoffs, where neither party wants to abandon their position. Standoffs are boring and should be discouraged.
The sad part is that I'm starting to like Drateol's Pit simply because it offers a better chance at fighting in close proximity. But until the auto-zoom in is removed, this map is horrendous.
There are other team based issues as well. Such as if one team has four ranged and one team has three ranged and a warrior, the warrior at some point has to charge into the opponents or simply allow a 4 on 3 ranged battled to occur. Charging in is usually a quick death, as the ranged team all focuses on the charger and the warrior leaves any healer he has behind while any healer the enemy has can heal his target.
Just my thoughts. Not advocating any nerf or specific solution in this post.
Edited by Doja, 09 November 2014 - 09:01.