What makes melee bad

What makes melee bad

Desynch
The problem is and always has been that desync makes standing in front of a swarm of enemies a really bad idea
also being in close combat increase the chance to desynch

RIP my dual strike claw wielder and all my melee champions
My main is a dual claw shadow, currently at level 72.

I do mainly physical damage for single target and use CI and Ghost Reaver.

I have two of the unique claws that basically give you Vaal Pact (Bloodseekers)

With a little over 3K ES and some decent resists and armor, I have been very successful at fact tanking things. I can tank large mobs - 15+ enemies - from melee range as long as I can keep attacking, and they don't freeze me. (No Dream Fragments yet, :( )

I face tanked Kole in Merciless with a granite flask, and I also face tanked Piety.

I attack almost 4x a second and if the enemies can't one shot me or freeze me, I leech all my life back almost instantly.

My biggest annoyance is that it's hard to target enemies when there are a bunch of particles going on and items are all over the ground. However, if you can get your cursor on them once then hold the attack button, you will remain on target till it dies.

I use LS for range and AoE on mobs.
Theorycrafter/Build Creator for PORTAL guild
@BlightScourge -> guide @ view-thread/1382667 (Retired till Mjolner is fixed)
Lvl 94 Crit Mjolner Marauder
twitch.tv/savagewolves
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Sammael wrote:
What makes melee bad

Desynch
The problem is and always has been that desync makes standing in front of a swarm of enemies a really bad idea
also being in close combat increase the chance to desynch

RIP my dual strike claw wielder and all my melee champions


I love standing in the middle of a large mob. Yeah I do agree dysnch is bad. At the start of the Cave I didn't know what was going on fighting a yellow bear. Desynch badly against Great White Beast.


Four Parts
Marauder Tank Shield
Old Field +6 lvl above me.
Cave +10 lvl above me.

http://youtu.be/ZVKbgetwDr4

http://youtu.be/1WcQWWt4gTg

http://youtu.be/olW1PApwckI

http://youtu.be/y9lR5xbOv0o

Current lvl 51 passive tree.
http://www.pathofexile.com/passive-skill-tree/AAAAAgEAAnEEsxRNGF0ZLhoyGjghAiftKvYt0jH7OthN2E99UFBRYFRJVw1YY1nzXPRfP2aeZ-JyqXuMfNmAVoFvgziMdozPkFWRzp48nz6gtKIApj6nhKmVrKq0-bndu-3AGsbY0iHUj9lh5FHnUueu7DjvDu988B_yL_MG8932SPuq
Last edited by deadlylag#6397 on May 19, 2013, 5:03:12 AM
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boudboa wrote:

I have it set to lowest options and had to go down to 1024*768 but it is still not always smooth. I m playing on a latest gen minimac with windows 7, I reckon.


Congrats. You bought the shitiest PC which money could buy and now what do you expect? Mac Mini has hardware from very poor laptop, it doesn't even have any dedicated video at all.

Next time keep away from Apple, they make the worst PCs you can buy
Last edited by dima_dunedin#7869 on May 19, 2013, 8:51:50 AM
No. 1 issue with melee is desync.

Second issue is melee needing more defenses in order to perform at similar levels to ranged characters but obviously can't spend enough points to achieve this.
A solution to this would be simply buffing DPS on melee weapons considerably and replacing a bunch of damage nodes in the melee areas with more defensive options. Yes, this would also give ranged more defensive options but then again they'd have to sacrifice more damage to get them, while melee characters could focus on more defense since higher dps on melee weapons would be enough to compensate for the lack of focus on damage passives.
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Bad targeting: A number of times you can click on or right next to enemies and just run in circles around them rather than attacking with a single target skill (or attack the air)


It certainly doesn't help! I've posted a suggestion many times that you should be able to hold down the attack button and have the game auto-select the next target. Falls on deaf ears. It's the way D3 did it, and say what you want about D3, but it's combat feel was absolutely stellar.

If there was a way to universally recognize melee (there isn't an easy way, because the class positions don't make you melee) one cure would be to have either pure damage reduction or ranged damage reduction (or a hybrid, leaning towards ranged). I agree with you that the main threat to melee is standoff ranged. Gets me all the time.



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Eternallight wrote:
So I know there has been a MAAAAAAASSIVE number of these, but I think what makes melee bad has very little to do with the armor/health/taking damage.

I feel it has to do with two huge factors.

Bad targeting: A number of times you can click on or right next to enemies and just run in circles around them rather than attacking with a single target skill (or attack the air)

Kiting: Enemy ranged types will kite you, and always seem to run faster than you when the kite effect triggers (they outrun me at +79% move speed) yet will never kite/dodge the ranged players.

I dont have trouble staying alive, even in end game maps, but damn it takes so long to fight things because of all the running around ;x




tbh. i never had a problem with mobs kiting my ass, true snakes (etc.) with haste-aura can be fast as hell..but nothing a LW or LS or better yet a WB can`t regulate..that is if you don`t desync.

I never had your described targeting problem (char running in circles), i do however suffer from desync a lot while playing melee..so it`s kinda a diffrent problem with the same result.
Can atleast relate to this point.

But in the end my melee-builds suffer simply from beeing melee, i need to build way more for defense and so my dps in the end suffers aswell. That would be fine, if it wasn`t for maps.
With the right map-mods and mob-mods shit still shreds me to pieces often enough when playing melee.
Take the shitty little wharf snake for example, or all the 1-hit-ouch-attack-desync-heavy bosses like vaal or brutus-clone...give them the right map-mods and they hurt.

There are so many mobs which do 100% more damage the closer you are to them...perhaps that`s just me sucking at the game, but i feel none of these problems when playing archers/casters.


What makes melee bad?

Well, from my point of view melee isn't bad. Its the Ranged/Totem AOE damage is tooo overpowered and too safe to use. Which in turn makes melee seem bad.

Single target melee skills should do the most damage in the game. The weakest should be ranged AOE skills and the weakest should be totems.

Meleee should always trump ranged in DPS. AOE should always be the weakest.

Theres a reason why everyone runs cookie cutter builds and hide behind totems and ranged AOE skills. Its also a huge reason why alot of people are slowly turning away from this great game.

Watching someone with garbage gear destroy everything from a range with a AOE skill is sadly what POE has turned into. Public games? Whats going on? I dunno, i can't see anything but lighting spam.. :(


Personally, i think melee is fine. Its time to give ranged AOE skills a huge reality check.


Last edited by Vooodu#7002 on May 19, 2013, 1:37:04 PM
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Watching someone with garbage gear destroy everything from a range with a AOE skill is sadly what POE has turned into.


Being one of those people, at least in my last incarnation, I can say that they peter out on reflect. You get soft capped somewhere in the 80-85 level area, depending on your patience and time investment, with high DPS ranged builds. So it's not all milk and cookies over in ranged land, I must say.

I recently switched to melee for the challenge. It certainly is that. I'd say that the problem is indeed survivability at close contact, which is pretty much the community consensus around here.

One has to be very careful with DPS imbalances in a game like this. If melee's DPS were boosted to "equivalent survivability to ranged," that boost might be so significant that melee would enjoy a significant farm speed advantage.

--C

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Vooodu wrote:
What makes melee bad?

Well, from my point of view melee isn't bad. Its the Ranged/Totem AOE damage is tooo overpowered and too safe to use. Which in turn makes melee seem bad.

Single target melee skills should do the most damage in the game. The weakest should be ranged AOE skills and the weakest should be totems.

Meleee should always trump ranged in DPS. AOE should always be the weakest.

Theres a reason why everyone runs cookie cutter builds and hide behind totems and ranged AOE skills. Its also a huge reason why alot of people are slowly turning away from this great game.

Watching someone with garbage gear destroy everything from a range with a AOE skill is sadly what POE has turned into. Public games? Whats going on? I dunno, i can't see anything but lighting spam.. :(


Personally, i think melee is fine. Its time to give ranged AOE skills a huge reality check.




Not a popular opinion, but one I share with you. There's simply no downside to going ranged.

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