Comprehensive feedback

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VictorDoom wrote:
Look through the thread, look through other threads where i point this problem out, everyone agrees with me on this, this is the reason melee is inferior to ranged, the mob and boss damage in 72+ maps is too high.


Actually, no. One of the more often complaints is that Ranged does MUCH more damage, to the point of being able to clear out entire maps (As in both Campaign and Elder Game) in a single barrage of boosted elemental based spells. Often to the point of wiping out entire waves off screen.

Melee damage might be decent, but it's nothing compared to each single bolt of ranged attacks doing about the same damage each, and having the added bonus of being able to kill things without ever having to see them. And even better, you can have the damage boosted to the point of carrying through the target to kill the next six or so behind them.

Melee simply cannot do that.
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Nagisawa wrote:
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VictorDoom wrote:
Look through the thread, look through other threads where i point this problem out, everyone agrees with me on this, this is the reason melee is inferior to ranged, the mob and boss damage in 72+ maps is too high.


Actually, no. One of the more often complaints is that Ranged does MUCH more damage, to the point of being able to clear out entire maps (As in both Campaign and Elder Game) in a single barrage of boosted elemental based spells. Often to the point of wiping out entire waves off screen.

Melee damage might be decent, but it's nothing compared to each single bolt of ranged attacks doing about the same damage each, and having the added bonus of being able to kill things without ever having to see them. And even better, you can have the damage boosted to the point of carrying through the target to kill the next six or so behind them.

Melee simply cannot do that.


Melee can wipe out enemies just as fast and sometimes even faster than ranged builds(i know this because i do it with my templar), the reason melee is bad is because of mob/boss damage, melee builds can do plenty more damage than any ranged build. Ranged builds rarely get hit thats why they are in advantage, melee builds always get hit because they have to get close, that is the problem with melee.
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Last edited by VictorDoom#6290 on Mar 27, 2013, 8:08:37 PM
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VictorDoom wrote:
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Batuhan87 wrote:
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SoujiroSeta wrote:
Hahahaha moos. Are you trying to take over my closed beta spot? I used to post like a feedback thread every 2 weeks in closed beta.

This was my last feedback thread in closed beta. Addressing several problems

In it, I posted about resolute technique being a free gimme for marauders since they won't crit anyway, and that it should be in the shadow section.

I posted about blood magic as well, and that it should affect how life regeneration works.


I haven't posted in a while, but i have 1 feedback coming up soon about how to fix evasion and acrobatics.


I haven't read through the entire thread, but i like your suggestion of taking away the life property from str. It should give a chance to increase offense and defense, like dex/int, when you stack it. Imo, str should be

+5 str = +1% armor
+2 str = +0.1 increased stun threshold (not sure if i worded it right, but what i'm trying to say is that it decreases your chance to get stunned)

Str should not give life and dmg. It should give a chance to be defensive, and a chance to be better at offense.


I didn't respond to everything i wanted to respond to, will do that later. Overall some good suggestions.


You got to be kidding? You are asking to nerf physical, melee users more?

@Victor

You are either trolling or sarcasm.Melee DOESN'T have good damage.The fact that an AOE skill does 20k damage and a melee SINGLE ATTACK skill does half as much proves it.


I actually never troll forums(apart form the occasional bashing of idiots) and i take that as insult to be honest, i dont know why you would say that.

Yes a melee AoE skill can do 20k damage like i do it cleave+conc effect which is true melee, but if you look at a normal GS mara usually his heavy strike does 15k dps and his GS, the area attack does 10k(with hatred around), the damage melee builds do is good, very good, the problem with melee is incoming damage and everyone who ahs been in the endgame and who who understand why this is happening agrees with this, i dont know why you think otherwise.

Look through the thread, look through other threads where i point this problem out, everyone agrees with me on this, this is the reason melee is inferior to ranged, the mob and boss damage in 72+ maps is too high.


Well as usual I will be that guy.

The problem imo isn't just defense (but I'd agree this is the major issue), it actually does include a bit of damage too. I mean, do you only do good damage because you don't invest a lot in defense, or...

The constraints of requiring such an insane investment in defense also makes the damage issue a bit worse (particularly in HC, of course).

I for instance have more issues getting decent damage in HC compared to most builds and I don't think my builds are particularly inefficient or bad, hell I've proven a few times they're not (albeit nerfed without phase run).

Melee doesn't just do good damage all around, it requires a fair amount of investment, good support and good gear. 1h + shield builds can feel severely gimped (surely you've experienced this at some point).

Besides, the problem isn't so much the amount of damage (since mostly people overkill), it's the application. With melee it is no doubt quite limited (your cleave + conc effect example, for instance), efficient melee builds aren't exactly very varied or really all that efficient (relatively speaking, generally) either.

You for instance point out 15k HS and 10k GS, I was virtually killing myself all the time with merely 3-4k dps on reflect mobs, with about 6k hp. I had a 500 max damage karui maul, ~20+ IAS 5-linked with about 20 passives spent in damage. What you point out there may be viable in default, but it is very very unlikely in HC, particularly if you're not twinking the crap out of things and incredibly high level.

In that turbo race for instance, I was doing about 1.5k DPS with GS while phase run was activated (at about level 70), which by your standards would be incredibly low, but it's not like I could've done better, I only had 4.4k hp (again, lvl 70), soloing as 2h and there was no market. I also spent many more passives on damage in that race than I would in more casual HC play. The situation itself hasn't changed all that much either apart from the phase run nerf, forcing usage of certain other skills. The market has changed significantly though, which gives a somewhat false sense of power on the mid to high-end with respect to and versus a lot of normal (average joe), solo or race play.

So really, what I'm saying is this: As melee you absolutely have to pile on the defense (assuming HC or that you don't want to die super easy), making damage an actual problem.
Melee physical support gems too few melee dmg on full,melee dmg and culling strike and 1 quality weapon ele dmg gives more boost than those three. I dont want to deal with added fire,wep ele dmg and penetration on Heavy strike i want decent pure physical dmg. I agree elemental based melee does insane dmg and can easily reach 10k cleave with ease.

But i dont think physical dmg is that effective maybe we should remove cleaves %40 other hand dmg penalty and reforge the melee dmg on full life to more decent thing. If physical dmg gets buff i believe melee physical builds survivability gets as well. At least once we could do decent physical dmg both on aoe and single target ppl might go with Vaal pact or more hp and armor nodes.

Btw i know physical dmg penetrates more and doesnt need any penetration nor cursing but even my 12k HS dps contains 3k fire dmg which ignores by most of the mobs due to their capped resist.
The problem between melee and ranged isn't sheet DPS, it's effective DPS. Ranged stands in place and does 3-5k DPS to all mobs on the screen and some off while melee has to travel to each to do that 10-20k DPS.

It's been a while since I wrote the OP but I'm pretty sure I called for more gap closers for melee and that's why.

Also why I called for the current melee AOEs to be supports is because of a lack of melee supports.

Lastly, if you make armor more effective for melee users they will be able to deal with reflected damage easier.
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Moosifer wrote:
The problem between melee and ranged isn't sheet DPS, it's effective DPS. Ranged stands in place and does 3-5k DPS to all mobs on the screen and some off while melee has to travel to each to do that 10-20k DPS.

It's been a while since I wrote the OP but I'm pretty sure I called for more gap closers for melee and that's why.

Also why I called for the current melee AOEs to be supports is because of a lack of melee supports.

Lastly, if you make armor more effective for melee users they will be able to deal with reflected damage easier.


I agree entirely with these sentiments, the effect of movement is hugely underestimated, and I feel forced to choose from one of a few very limited skills that I simply don't find reliable or fun enough.
i agree with what OP says about maps. Endgame as it is now sucks and leaves me frustrated.

The only fun thing about the game right now when you reach a high level is make a new character. That's only fun for so long tho.

Do something about this please GGG!
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Harke wrote:
i agree with what OP says about maps. Endgame as it is now sucks and leaves me frustrated.

The only fun thing about the game right now when you reach a high level is make a new character. That's only fun for so long tho.

Do something about this please GGG!

Well for me that has been fun for 1.5years now :D Being CB and constant tree and skill changes and wipes helped too. Now if nothing changes for a longer while I guess I will get bored of this as well.

This thread needs to survive !

Another thing that I dislike currently is the ''must group to do endgame'', in fact I even think that most of the game's problems (such as map drop, survivability etc) are amplified (if not tied) by this. TBH I never understood why there is bonuses when grouping with players when it already make the game way easier...
All these points are moot if they don't fix the core architecture of the game.

There are two priorities that should be focused on until fixed :

1) Desync / Disconnect issues


2) Client-side performance issues (ATI Video cards, huge framerate drops, etc.)


The game is almost unplayable in its current state. Or rather, its just luck of the draw. "Gee I hope I don't desync -> freeze -> die on this run". The game is simply not worth playing.

The client/server technology being used is horrendously bad and needs major enhancements before the already excellent game mechanics are overhauled for balance.
I used to be conceited, but now I'm perfect

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