"Melee Ranged" Gem Tag?

AoE super ranged tag , so we can oneshot 4 screens while in the hideout .
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BestMageKR wrote:
AoE super ranged tag , so we can oneshot 4 screens while in the hideout .

wat...?
Some further suggestions.

Reworked Bloodlust - Bleeds apply their full damage even to stationary targets when applied by a Melee Ranged skill (Puncture would differentiate between a bow and a melee weapon). No longer prevents skill from causing bleeds. Increases bleed damage per tick per level. Quality not only increases damage to bleeding targets but also now adds a chance to cause bleeding on hit.

Mirror Strike - Creates a mirror copy that attacks with this skill for 4 seconds, taking with it all valid supports. Adds an 8 second cooldown to the skill. Copy attacks with 30%+nPerLvl increased attack speed and 50%+nPerLvl increased damage. Cooldown can be bypassed by expending a Frenzy charge. Mirror copy stacks with Vaal Doublestrike mirror but like Vaal Doublestrike using it again will replace active copy. Quality, increases how long the copy lasts up to 4 additional seconds.

Fetid Slash - 40% of physical damage is converted to Chaos. Adds 5%+nPerLvl physical damage as chaos damage. Can only be used by swords, claws, and daggers. Quality increases damage conversion up to 60%.

Threatening Cry - Warcry skill. 25% chance bestow a random charge when at least one enemy is near. Refreshes active charges on use when an enemy is near. Locally reduces damage taken by affected enemies if they've taken damage from a Melee Ranged attack recently. "Locally" refers to the caster of the Warcry.

Sundering Cry - Warcry skill. Increases physical and elemental penetration against affected enemies. Effect is tripled locally for Melee Ranged skills. "Locally" refers to the caster of the Warcry.
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CPTBRUMBL3Z wrote:
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"Melee Ranged" sounds like you are using ranged weaponry in melee combat. "Ranged Melee" sounds like you are using melee weaponry to attack from a distance. The latter sounds more sensible if you want to distinguish proper melee from using melee weaponry at a distance.


Melee Ranged, as in within the range of a melee weapon. Ranged Melee would be melee based skills capable of hitting from range. If you're looking for a clearer tag, True Melee or CQC would suffice.
We're discussing the exact same thing, just from different perspectives. So i've stopped talking about it.
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Well how about simply making effects that apply only if the enemy that is hit is close to the enemy. You know similar to the word "nearby" but actually nearby (if you check how far nearby is, you get what I mean^^).

Another thing you could simply do make Point Blank apply globally on hits. Hits deal more damage depending on the range, this would mean a normal melee attack that actually hits a target in melee range would always mean you are fighting at point blank range.
On the defensive side, Fortify was meant to give melee more survivability, but it has clearly failed in that goal - now it's just another generic defensive buff that most builds expect to have up all the time by the time they reach late-game content. If you want a 'true melee' defensive buff, it has to do one of two things:

1. Activates only on 'true melee hit/kill', meaning you have to actually swing your weapon at a monster in melee range. Should probably come from passives rather than making melee builds waste a support link, but be slow/unreliable enough to activate that it's not practical to maintain the buff unless your main attack is a true melee swing.

2. Easy to maintain the buff, but has a crippling downside for longer-range builds, so they don't even want the buff active most of the time. The obvious way to do this is to create a two-way proximity shield bubble: enemies outside the bubble deal much less damage to you, but your damage against them is also greatly impaired.

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Emphasy wrote:
Another thing you could simply do make Point Blank apply globally on hits. Hits deal more damage depending on the range, this would mean a normal melee attack that actually hits a target in melee range would always mean you are fighting at point blank range.


I think it's a bad idea to impose Point Blank on everyone - it's actually quite interesting to play characters whose hits get stronger outside of point blank range (e.g. Ice Spear, Shock Nova, or a Deadeye with Far Shot) as it rewards good positioning and gives conventional knockback (as opposed to reverse knockback) an offensive aspect. Such builds currently lose out in the 'meta' just as much as melee does to the kind of skill that just nukes everything regardless of positioning. Actually I think it would be interesting to take Far Shot out of the Deadeye Ascendancy and make it a keystone on the main passive tree (somewhere between Ranger and Shadow), with a downside to make it a reverse Point Blank (i.e. you do *less* than normal damage to close enemies).

As for making the Point Blank keystone affect all hits, there's some merit to that idea, but I think it would make the keystone especially into too much of a no-brainer for true melee Duelists. Point Blank Support could work like this though - as it uses up a gem slot, it's a much more interesting decision on whether to take it even if your skill is naturally short-ranged.
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Emphasy wrote:
Well how about simply making effects that apply only if the enemy that is hit is close to the enemy. You know similar to the word "nearby" but actually nearby (if you check how far nearby is, you get what I mean^^).

Another thing you could simply do make Point Blank apply globally on hits. Hits deal more damage depending on the range, this would mean a normal melee attack that actually hits a target in melee range would always mean you are fighting at point blank range.


I fail to see how a passive and hidden "nearby" tag would help true melee without buffing pseudo-melee and ranged builds. The idea behind "Melee Ranged" is to lock the benefits such skills provide behind an active melee requirement. Skills like Sunder would NOT be "Melee Ranged" because they are inherently ranged in mechanic. Having some globally applied "nearby" mechanic would risk being too easily abused by non-true melee builds. Keep in mind, Melee Ranged would simply be an extra tag added to various existing gems, then would be a unique tag of a variety of new gems that can then be introduced.

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Incompetent wrote:
On the defensive side, Fortify was meant to give melee more survivability, but it has clearly failed in that goal - now it's just another generic defensive buff that most builds expect to have up all the time by the time they reach late-game content. If you want a 'true melee' defensive buff, it has to do one of two things:

1. Activates only on 'true melee hit/kill', meaning you have to actually swing your weapon at a monster in melee range. Should probably come from passives rather than making melee builds waste a support link, but be slow/unreliable enough to activate that it's not practical to maintain the buff unless your main attack is a true melee swing.

2. Easy to maintain the buff, but has a crippling downside for longer-range builds, so they don't even want the buff active most of the time. The obvious way to do this is to create a two-way proximity shield bubble: enemies outside the bubble deal much less damage to you, but your damage against them is also greatly impaired.


I certainly think Melee Ranged as a new tag would allow for much of this and allow for Fortify to be enhanced without breaking it for other builds. It could, after all, be changed to be a Melee Ranged skill, gaining benefits from Melee Ranged support gems/passives, and the Fortify on hit support gem would similarly become Melee Ranged and can only be used by such skills. The keystones that could also be introduced would do similar, the draw backs being you cannot use any non-Melee Ranged attack skill directly (movement skills would be an exception), and for others the benefit would only apply to Melee Ranged skills. Lots of potential for GGG to fix melee without buffing everything else unintentionally or introducing easily exploited mechanics.
Additional support gem and passive ideas.

Notable, Damnation - Curses supported by Blasphemy have their effects doubled.

Notable, Standard Barer - Damage effects of auras are increased 50% when affecting Melee Ranged skills.

New support gems and Unique gear mods would also be introduced as a method to achieve these notables, but none of them would stack. Support Gem versions would take priority as they can become stronger at high level and quality. The notables would be stand alone meaning they'd have no other passive points to go through and would likely be located around the Scion area towards the bottom half of the tree.

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