Tarax the Terrible wrote:Maybe a bit off topic, but still related to melee combat balance.
I was talking about it with someone yesterday and I couldn't understand why AA started more powerful after the return.
They were bound to get players comming back to play AA.
Those players were bound to stomp around trying to kill anything that moved and be chaos personified.
Large teams of players picking on enemies at a disadvantage.
Which was also bound to lead to a nerf.
Which also probably lead to people leaving.
I think better option is to start low and let the players have their fun causing trouble.
Then when the fuss dies down a bit give them a bit of an upgrade and keep the people there for the longer term more happy.
Guess hindsight is a wonderful thing..

Lately I tried:
human Knight herald champion
human Knight BM champion
goblin Monk minotaur champion
ogre pirate hero
goblin AA templar veteran
I tried the goblin AA, templar after the nerf. And I would say it is even more powerful then monk / minotaur.
But AA (and templars) are evil and minotaur monk has advantage of being neutral.
I have log of Brate (goblin, AA, bloodguard, champion) completely owning Irk. Brate fvw : Irk ba (no heals and tricks)
Both had top notch eq but Brate's golden shield broke at the beggining of the fight and Brate switched to Bubba's shield.
Irk attacked Brate in Gelan, thinking Brate will be easy prey
Angmar is very powerful melee guild. I would provide the arguments here but that would be hard without revealing guild abilities, so you have to guess
Heralds are joke. Period. Only viable for hardcore RP or wannabe support or healers.
Ogre...hmm...As a hero I was able to kill things I was not able to kill as a hero knight. Naked, unarmed, barely scratched

So listening to Lindros whine makes me wonder
Monks - stun wins where applicable. If you add some damage to it you are invincible. When you cant stun - you better leave

Without the stun, with layman damage, monks are mediocre damage guild.
Without the stun, without layman damage, monks are low damage guild.
Knights are mediocre. Less damage then angmar. Little below average tanking (sorry cannot go into details again).
Team of knights has advantage of rescue which is great, providing that you can find other knight to team. In most of the cases I did not.
So I would say knights are well balanced providing they have team of
knights.
Solo knights are mediocre. I got the impression in teams that glads did better damage, but probably was the "grass is greener..." effect.
Calia is also balanced for teams but they do not have to team with calians to get full team benefit.
Ranking (from my experience playing them)
1. Ogres
2. Angmar
3. Monks
4. Knights
Have not tested DA. I got the impression that knight attack equals BDA attack - but have no data.