2h melee needs to be revisited...

I can confirm that this league feels pretty gnarly for a melee... 2h... trickster. Yeah, let's hope nobody else was dumb enough to try something that.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
Haadd wrote:
"
JohnIrenicus wrote:
It should not be revisited it should be permanently deleted since it is useless most of the time in past 8 years


That's a bit harsh but I can relate to the frustration


IF you had a character called Marrohi that was made 2900 days ago, if you started playing this game back in 2014 and your goal was a 6l Marohi Erqi, if you made a full stun build that could stun Dominus before ambush league and now is using a 6t1 bleed axe worth hundreds of exalts and a legacy kaom and being outperformed in boss kills by a 10ex worth of investment seismic trapper you would not call it harsh
"
JohnIrenicus wrote:
"
Haadd wrote:
"
JohnIrenicus wrote:
It should not be revisited it should be permanently deleted since it is useless most of the time in past 8 years


That's a bit harsh but I can relate to the frustration


IF you had a character called Marrohi that was made 2900 days ago, if you started playing this game back in 2014 and your goal was a 6l Marohi Erqi, if you made a full stun build that could stun Dominus before ambush league and now is using a 6t1 bleed axe worth hundreds of exalts and a legacy kaom and being outperformed in boss kills by a 10ex worth of investment seismic trapper you would not call it harsh


Point taken :_(
I feel like instead of "Unique end boss is immune to stun when stunned," they should've made stun's threshold escalate for each successive stun done recently (and give either the Jugg or the Berserker an ascendancy that lowers this threshold/escalation). That way, there is incentive to invest into stun. Right now, you just stack all this reduced stun threshold into a hard NO when fighting bosses, which makes stun not interesting to invest in. Whereas with what I'm proposing you can stack damage and/or stun threshold to the moon for better and better effect. If you do SO much damage that you can stunlock an end boss, you were probably murdering that guy with damage anyway.
"
TemjinGold wrote:
I feel like instead of "Unique end boss is immune to stun when stunned," they should've made stun's threshold escalate for each successive stun done recently (and give either the Jugg or the Berserker an ascendancy that lowers this threshold/escalation). That way, there is incentive to invest into stun. Right now, you just stack all this reduced stun threshold into a hard NO when fighting bosses, which makes stun not interesting to invest in. Whereas with what I'm proposing you can stack damage and/or stun threshold to the moon for better and better effect. If you do SO much damage that you can stunlock an end boss, you were probably murdering that guy with damage anyway.


I guess that there's a problem with immunities overall (player and monster). Immunity to stun, freeze, bleed, poison, ignite and so on... it's not a good call. High resistance, yes, immunity no. The whole stun change wasn't necessary, they could simply buff stun threshold and give players the way to perma stun bosses with top end weapons and gear.
Last edited by Haadd#5888 on Feb 15, 2022, 8:09:56 AM
I think the issue with permastun (or permafreeze) for endgame bosses is that it makes them a joke since they can't do anything or even move. If you drastically up their threshold, you'd just have a worse situation than now because the threshold needs to be so high that only people 1-2 shotting the boss can stun. We shouldn't be able to lock them down 100% but my suggestion at least allows us to get closer to that goal.
"
TemjinGold wrote:
I think the issue with permastun (or permafreeze) for endgame bosses is that it makes them a joke since they can't do anything or even move. If you drastically up their threshold, you'd just have a worse situation than now because the threshold needs to be so high that only people 1-2 shotting the boss can stun. We shouldn't be able to lock them down 100% but my suggestion at least allows us to get closer to that goal.


Shouldn't the bosses feel easy enough with high investment? Is a grinding game, after all. As someone pointed out, the difference is in the amount invested. Playing melee you need to invest so much more..
They should. And if you have a lot of investment, you have a ton of damage and will kill them quickly. They should not however be stationary statues who cannot fight back at all from the start of the fight.
"
TemjinGold wrote:
They should. And if you have a lot of investment, you have a ton of damage and will kill them quickly. They should not however be stationary statues who cannot fight back at all from the start of the fight.


that functionally doesnt differ from 'ignite once and run in circles for 3 seconds until boss is dead' playstyle, nor from 'minions do the job for me anyway' etc etc

somehow stunning (not even PERMAstunning) is treated as a gamebreaking issue when game is being broken every second with builds that do not require ANY player-boss interaction

my latest build is ignite discharge, it wears GARBO gear, is completely unoptimized yet the endgame looks like this - run up to the boss, click '1', click '2' (flame surge), run away. wait for loot filter sound to pop

how is this different from stunning bosses?

btw - stun right now is bugged, it DOES NOT WORK as advertised, it started with last ailment threshold 'rebalance'. they upped boss HP and added thresholds. but stun is still calculated from new HP. fully invested crit mace stun build cannot stun endgame bosses even ONCE. it is just worthless mechanic right now.

GGG promised to fix it but because literally NOONE plays melee right now, they simply dropped it as not needed. i just wish they finally stop pretending they care and just remove melee gems from the game (excluding cyclone and maybe flicker for the luls)
Last edited by sidtherat#1310 on Feb 16, 2022, 7:07:12 AM
GGG always seem to ignore some broken mechanics and promote changes that aren't really needed. Seismic Cry damage buff removal, for instance, why? Seriously, why?

Report Forum Post

Report Account:

Report Type

Additional Info