So I wanted to see what the fuss was about melee..
" Well you can run pretty fast on a 2attack speed foil or claw. And then you can use some pseudo melee skill to clear pretty much as fast as anything. But its less reliable i do have to agree,but dont tell me a reaver with a 2.0+ aps weapon cannot clear a t16/uberelder as fast as whatever you may name. You could even just pop an inpulsa and make shit pop and armor switch on boss for flurry or w/e. Ive done it,hardcore wise... But yeah melee is shit. Its doable but its masochist. Once you play range or caster it feels just like a waste with most of melee. |
|
" Speed isn't competing with damage/defense as a choice. Neither is utility. Both of those things can be gained with next to no sacrifice to damage/defense. |
|
" "Fun" is subjective. "Fun" for me, is theory crafting, creating an idea of a character - and executing that idea. Progressing a character, make the character as strong as he can be. KNOWING you're limiting/handicapping yourself just by choosing a melee character, removes some of this "fun". "Fun" for A LOT of people, is making an efficient endgame character. A melee character will never be as efficient as its counterpart. "Fun" for a lot of people, is competing. Is melee compatible? Competitive viable? "Fun" for a lot of people, is making the strongest character they've ever made. Will that be a melee character? "Fun" for a lot of people, is making their character as close to a God as possible. Which class/archetype/play style is most likely to reach this state? "Fun" for a lot of people, is ambition. If you have ambitions, melee isn't the first pick on the drawing board. It's MORE than possible to make melee as a WHOLE as strong as the alternatives. ANYONE claiming it's impossible, are either blind or unable to think a single nano meter outside the box. No matter how you turn the wheels, playing melee would be more "fun" knowing you're playing a class/archetype that is as strong as the alternatives. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
| |
" Choices don’t matter if there are only a few correct choices and everyone knows what they are. Having purposefully bad options doesn’t increase the value of the good ones; only the challenges the player confronts do that. Right now whatever double-digit % of the options available to players just sit there and rot. Many of them are melee-related, hence the focus on that playstyle in all these threads. This status quo does indeed harm the game, as limited options = boring gameplay league after league. Balance matters. It’s impossible and undesirable for it to be perfect, but it can’t be abandoned entirely either. Nobody wants to play a game that has an “I win” button, let alone many “I lose” buttons, couched inside the fraudulent semblence of complex gameplay. Achievements are meaningless under those circumstances. Besides, on a basic level people just want to play melee and not feel punished for it. What’s so wrong about GGG putting resources into meeting that very reasonable want? Melee exists in this videogame; therefore it should be entertaining to play. We're all in this leaky boat together, people.
| |
" Here is where you are wrong. If person is doing build which will never try to kill Uber Elder or other boss (you do boss killer for that) speed is most important. You dont give a shit about defense or damage because everything is exploding after 1 hit anyway. The only thing that matters is speed. How fast you can run/use movement skill is the only thing that limits your clear speed. |