Everything wrong with melee,ranged and the community

"
Headlessretard wrote:
"
goetzjam wrote:
I love that OP used my profile and named me ranged bro though. To me that is an amazing amount of work put forth in order to call me out but not directly. Well Played!


Hi, please don t be made at me, Took random profile for comical reason. Don t know if it was you, many supporter have same amount support I think.

"Meleebro" needed to be freeloader who don t pay GGG nothing and ragequit, "Rangedbro" needed to be lot supported so he like GGG a lot and little praise them all the time.

You were not important at all. If I took your profil I amsorry, just you post a lot on many post probably I guess, it was most easy choice of high pay supporter because pop on many many thread.


Will modify image asap so your profile not same. :)



Lol

I mean find me another supporter with the same tags, same amount of challenges done and I guess I will believe it wasn't me. Otherwise I know it is :D



As for your point, its not that far off basis, but I rather a post then a rage comic that doesn't actually encourage good discussion. Also please ask for an account name change its offensive.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
ScrotieMcB wrote:
"
TreeOfDead wrote:
1. Nerf every non melee skill, so they can't kill packs with 1-2 shots. Even with 6 link and GG gear. That's it. It is possible, but we all knew GGG has no balls for it.
This would be effective, but it's not really "possible." I mean, of Chain didn't Chain and Roth's Reach was changed (both current and "legacy") and EA wasn't an AoE skill... You get the idea. It might be possible in a broad ARPG sense but it's impossible in a PoE sense, it wouldn't be remotely the same game after. It would alienate the audience too much.


You right, GGG will never nerf any ranged or caster, that just never happen, /thread.
But as i said i just make fast example. It can be changed or just to be in case.

"
ScrotieMcB wrote:
"
TreeOfDead wrote:

2. Add to all melee skills Fortify effect, except Whirling Blades,Shield Charge (and buff that effect +50% or so) plus reduce duration to 2-3 sec max;
Add life leech rate or +30% of max life per sec to max leech rate;
Remove Fortify gem from game so casters can't use it.
This wouldn't change much. Survivability only matters in terms of clear speed; it reduces time spent kiting. It can also make otherwise skill-intensive builds easier to play, but that's a drawback in my book - the game should promote skillful play go the maximum extent reasonable, without completely alienating low-skill players. Plus, easier to play is not necessarily faster, anyway.


You wrong there, pretty sure you wrong.

My points are build SHOULD have something very unique and special, in that example its Survivability!
If GGG done that then melee would have a space in meta, exactly right space. I meanranged would have clear speed, but few rare, boss, packs, exile would be super hard for them, like reflect was before nerf. And melee would get access to ANY ANY absolutely ANY map mods, ANY boss, ANY rare, ANY exile, but slower clear speed and kill speed.

It makes sense, like in ARPG and MMO theres a line where you want to sacrifice defense for clear speed and opposite. If GGG grow up some balls, than thats the way to go. Melee should have something very unique and special: insane crazy HIGHEST IN GAME AOE with #1 dps; or DEFENSE as synonym immortal (or very close to that), but less AOE; skyrocket movement speed, i mean 5-10 times more (MORE!) than ranged has or can get; some new very strong utility and mechanic like CoC (but not coc) where melee could generate some alike enduring, power, frenzy charges but much stronger and super easy.

At least that how i see balance melee vs ranged.

"
ScrotieMcB wrote:
"
TreeOfDead wrote:
3. Add new nodes behind RT and BM super powerful defensive nodes that adds lot of damage and life, increase hard to get melee nodes where casters and rangers almost never goes or if they do, it will cost even biggest loss to them.
BM legitimately already has this.

In terms of RT, the main issue is damages. I think it would be really cool to finally add an Iron Will keystone to the tree, but gate it behind RT so you need to trade away crits to get it (without Repentance of support gem). Something like two nodes of "30% increased Damage" followed by Iron Will.
[/quote]

BM don't have this. BM just add few lil node, no synergy at all.
But if you take a looks at casters, than you will see how much synergy BM adds! Unique jewel that adds almost 100 spell dmg, new sub-class, unique, gems. Melee don't have same synergy with BM. and extra life are rly weak and make no differents.

About RT you right, RT just SUPER weak, so weak that it makes no sense why it's THAT weak for so long... WTF GGG?? Needs something better than IW, stronger and more powerful.

Phrecia master craft service Phrecia My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Phrecia veiled crafting all service all crafts mods
Settlers SC master craft service Settlers SC craft mod!
Veiled crafting Service Settlers craft PM: TreeOfDead
RT keystone Should give addtional maximum resistance or %max hp if combined with melee skills.
Why?

You guys do realize that endlessly stacking defenses, at the exclusion of everything else, isn't going to increase your clear speed, and if the devs have half a brain isn't going to make you immortal, either?

Clear speed. It's what melee really needs.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
I don't care about the clear speed I am concerned about the survival for RT melee builds. Right now if you pick RT it means you are SHIT in terms of damage and defense. I dont Know why crit build is overpowered aside from the CRIT damage it will also give you 100% chance to freeze -shock or ignite enemies.
"
My points are build SHOULD have something very unique and special, in that example its Survivability!
If GGG done that then melee would have a space in meta, exactly right space. I meanranged would have clear speed, but few rare, boss, packs, exile would be super hard for them, like reflect was before nerf. And melee would get access to ANY ANY absolutely ANY map mods, ANY boss, ANY rare, ANY exile, but slower clear speed and kill speed.


"
Why?

You guys do realize that endlessly stacking defenses, at the exclusion of everything else, isn't going to increase your clear speed, and if the devs have half a brain isn't going to make you immortal, either?

Clear speed. It's what melee really needs.


Is it this hard to balance it that it does nearly has the same clearspeed ?

You are ranged, you chain crit everything on screen and are more squishy.
You are meleee, you take longer but you are much safer.

But yea, no block, no max res, armor formula and the nerfed Forty (It first release it was at 25%) makes Melee just impossible to play. So you DONT have the defenses and DONT have the DPS. So what you have?

Shit.

What got Ranged ? Best Aoe, Best SingleT, Eva/Acro for 7-8 Passive that leads to nearly 70% Damage Avoidance; add VP in top and your are unkillable and even laugh about reflect with the new leech nodes in Duelist tree.
Welcome to the greatest of arenas, Duelist. God is watching you.

it is actually not that hard to fix.

All they need is to include defensive stat on each end of the melee final keystone/node.

It unlikely range players would be stupid enough to spend 5-6 points to get those defensive nodes behind the melee nodes.
Maybe reduce the duration of Fortify, but give it a slightly greater effect. Without doing the calculations, maybe a Less instead of Reduced damage? That would make it more attractive for melee, but less attractive for ranged, as it would need to be applied more often.

Maybe make it work with melee triggers? More iffy on this, but give it an effect on spell damage damage, not just hits? Even at 50% effectiveness. Trigger AND all damage would be too OP though.

Give RT a small damage boost, like Dual Wielding gets a damage/attack speed/block boost. Maybe 2H as well. Call it 10%/20% More Damage, or maybe a few More Melee Damage nodes behind RT instead. Increased Damage only if they are big.


I also disagree with Melee needing more clear speed. I would have the classic RPG view, melee as an in-your-face tanking and slugging character, ranged spellcasters with great clearspeed but glassy, and bow users as kiters with good damage and evasion, but somewhere between melee and caster in survivability.
"
Darkkrows wrote:
it is actually not that hard to fix.

All they need is to include defensive stat on each end of the melee final keystone/node.

It unlikely range players would be stupid enough to spend 5-6 points to get those defensive nodes behind the melee nodes.


Agree, but GGG wont make real balance, that's problem.
Phrecia master craft service Phrecia My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Phrecia veiled crafting all service all crafts mods
Settlers SC master craft service Settlers SC craft mod!
Veiled crafting Service Settlers craft PM: TreeOfDead
"
TheAshmaker wrote:
Every RPG its like this. Melees best bet is to go max block but their dps will stick massively then.


Bullshit.

A good counter example is Titan Quest:IT. Certain melee builds there are way stronger than bow or mage builds.

E: You even wrote RPG instead of ARPG... seriously. Balancing melee vs. ranged is especially easy in turn based games.

Just face it: The huge disparity between melee and ranged is a PoE problem, most games manage to balance them to an extend.
Last edited by Sa_Re#3411 on Jan 30, 2016, 12:12:55 PM

Report Forum Post

Report Account:

Report Type

Additional Info