You may still see me in games. What you won't see is a melee build. I've given up on them.
Telekill is NOT melee. I never played that way. Never had to. In fact, the part of the game I enjoyed the most was chasing runners: goats, witches. It's almost too easy with a Speed/Haste weapon. I'd get normal weapons and go after them. Since I played nearly all of my chars pure, not many of my warriors found a suitable high speed weapon quickly anyway.
If telekilling warriors walked (or blinked) back and forth through my rogue's line of fire, I'd have shot them. I'd have kept on shooting, too. Teaming is a two-way street. The idea that rogues should always defer to reckless warrior players offends my sensibilities. I guess one needs to be expert at both warrior and rogue to understand truly what each character's responsibility is (or should be) to a teammate. You learn as a warrior when NOT to shoot as a rogue, and you learn as a rogue how to STAND STILL as a warrior.
Proper teaming, in my view, is a give and take process. Even though the rogue will always be behind the warrior, sometimes it falls on him to hold his ground or to tank and let her command the battle. It's very easy not to get shot in the back if there is effective communication between when the warrior is in charge mode and the rogue should defer, vs when the rogue is in free fire mode and the warrior should defer.
I'd have laughed at and shot warriors who believe rogues should always defer. Of course, one can play a steady rogue-friendly warrior and still get shot in the arse, but then the rogue KNOWS whose fault that is, and one doesn't need to belabor it. The less you say, the more guilt they will feel.
Since most of the RB D1 crowd seems to view telekill as the "normal" operating behavior of warriors, it would seem to follow that they'd not find anything lacking when D2 REQUIRES you to play that way, rendering a true melee playstyle unsustainable. Oh, you can sustain it with the right items and/or "obeying" the mlvl curve, but to me that's akin to the D1 tank mage: you're not in significant danger, so why bother?
That's really what bugs me the most about D2: you are either not in significant danger, or you are in so much danger you have to pull back and play from range. There's no sweet spot in the middle. If red pots can get you through, you're not taking enough damage to truly threaten you. If you need purple pots... well, you can have a glorious fight, but then you run out of pots and the fun is over. You then MUST pull back to taking less damage than reds can heal or you will die. Phooey.
- Sirian
Telekill is NOT melee. I never played that way. Never had to. In fact, the part of the game I enjoyed the most was chasing runners: goats, witches. It's almost too easy with a Speed/Haste weapon. I'd get normal weapons and go after them. Since I played nearly all of my chars pure, not many of my warriors found a suitable high speed weapon quickly anyway.
If telekilling warriors walked (or blinked) back and forth through my rogue's line of fire, I'd have shot them. I'd have kept on shooting, too. Teaming is a two-way street. The idea that rogues should always defer to reckless warrior players offends my sensibilities. I guess one needs to be expert at both warrior and rogue to understand truly what each character's responsibility is (or should be) to a teammate. You learn as a warrior when NOT to shoot as a rogue, and you learn as a rogue how to STAND STILL as a warrior.
Proper teaming, in my view, is a give and take process. Even though the rogue will always be behind the warrior, sometimes it falls on him to hold his ground or to tank and let her command the battle. It's very easy not to get shot in the back if there is effective communication between when the warrior is in charge mode and the rogue should defer, vs when the rogue is in free fire mode and the warrior should defer.
I'd have laughed at and shot warriors who believe rogues should always defer. Of course, one can play a steady rogue-friendly warrior and still get shot in the arse, but then the rogue KNOWS whose fault that is, and one doesn't need to belabor it. The less you say, the more guilt they will feel.
Since most of the RB D1 crowd seems to view telekill as the "normal" operating behavior of warriors, it would seem to follow that they'd not find anything lacking when D2 REQUIRES you to play that way, rendering a true melee playstyle unsustainable. Oh, you can sustain it with the right items and/or "obeying" the mlvl curve, but to me that's akin to the D1 tank mage: you're not in significant danger, so why bother?
That's really what bugs me the most about D2: you are either not in significant danger, or you are in so much danger you have to pull back and play from range. There's no sweet spot in the middle. If red pots can get you through, you're not taking enough damage to truly threaten you. If you need purple pots... well, you can have a glorious fight, but then you run out of pots and the fun is over. You then MUST pull back to taking less damage than reds can heal or you will die. Phooey.
- Sirian
Fortune favors the bold.