Melee vs Ranged Balance: Damage Effectiveness
Flat damage mods (rings, amulets, gloves, auras, etc.) should benefit melee much more and ranged less.
All ranged skills and spells: Damage effectiveness reduced to about 85% of current levels. Power Siphon to 100% effectiveness (from 125%), Lightning Arrow to 60% effectiveness (from 70%). Base physical damage on wands and bows increased to about 115% of current levels so that damage before flat mods is about the same. All melee skills: Damage effectiveness increased to about 135% of current levels. Cleave to 90% effectiveness (from 70%), Heavy Strike to 200% effectiveness (from 150%). Base physical damage on melee weapons decreased to about 80% of current levels so that damage before flat mods is about the same. I believe this would go a long way towards evening the playing field on melee vs ranged clear speed. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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the return of phase run wouldn't hurt either.
just have melee weapon requirement, swaping off the weapon cancels the effect. would make caster scepters really nice tho! ign = ultrahiangle
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Melee doesn't have a problem with damage effectiveness, but with survivability. (GGG also doesnt get this)
Your over 9000% heavy strike wont help, when you need to walk through a shower of poison / fire bombs, to smack those guys in the face one by one. Melee is way more exposed to damage than ranged/caster. It doesnt help that mobs can hit you while you are in mid-air leap slamming toward them, either... Also endurance charges upkeep. lol, thats the most annoying chore ever. When night falls She cloaks the world In impenetrable darkness Last edited by morbo#1824 on Aug 4, 2013, 3:52:45 AM
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Am I correct in assuming this is a disguised nerf on ranged elemental damage?
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" Yes it is. Because everybody must suck as my melee build :P When night falls
She cloaks the world In impenetrable darkness |
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I was under the impression that melee builds actually deal more damage than ranged builds. My brother plays a wander and could not keep up with my cleave dps when we were leveling. He had to upgrade to a 6L to beat my 4L dps.
I'm sitting at 30k(6L) Cleave dps in town and I'm not even using full 20/20 gems yet. My swords are pretty nice for being on Anarchy, but they can get a lot better. With auras, I have 40k dps. When I am getting auras from the party + power and frenzy charges from conduit I hit well over 60k dps. I also know of flicker strike builds breaking 100k dps easily. The only build that actually beats melee in dps is discharge and that isn't really huge AoE unless they use a Divinarius or two. Without AoE bonuses, Discharge is almost melee range. ----------------------------- Melee needs survivability, not more dps. I have seen good tank builds, but there is no diversity. All you do is stack life, armour, and block(including spell block) to become a tank. If you are geared, you can break 25k dps with infernal blow and still tank everything(including Shrine Piety and Crema Boss). IGN: ThrobbinRobin Last edited by Sodomee#2062 on Aug 4, 2013, 4:23:42 AM
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I really don't know have ranged v melee can ever be balanced in PoE.
People come out with the usual "just buff melee defences". Which of course is countered with "but then my ranger takes those defences". I think the problems lie more in monster movement/AI, sync and the little touched upon camera. The camera is so close in PoE, great for performance, great for danger feeling, not so great for balancing ranged and melee. Your archetype squishy high dps ranged character v tanky melee doesn't work, as monsters can be 'on you' in a flash, melee or ranged. Your kiting ranged character doesn't work as no room to kite. It will always be quicker, with equal dps, to range kill than to melee kill. But if the ranged character's dps is lowered, with the close camera, fast monsters, desync etc, the ranged character is effectively in melee any way. A melee has to be able to endure close combat, obviously, but the ranged character has to also survive that same close combat even though they can mostly kill before entering close combat. Sure, there should be a sweet spot where a balance is struck, but with PoE skill tree, all skills, defences and power available to everyone, I just don't see how the two can be balanced. Casually casual.
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" This guy just gets it. GGG should bring him aboard to have him give them a fresh perspective. Melee and ranged balance has nothing to do with damage. Melee can do party-carrying damage as it is, and with the right spec and gems can have good AoE on their high DPS melee skills. The problem has always been their ability to close the distance effectively and take incoming damage without dying. And the problem with that boils down to the passive tree. It's a brilliant design, but a little flawed in the execution. It basically makes it impossible for a melee character to gear themselves in a way that is necessarily tankier than ranged characters, who have access to the same defensive nodes. |
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" Melee do have high dps from a number point of view, however ranged are able to farm much faster/safer generally. Also arrow builds can reach insane dps like melee too, however most don't because its incredibly easy to one shot yourself from a reflect off screen. Hybrid spell builds using rf/spell crits can reach very strong dps also. However, most people roll with low dmg base spells that have means of reaching decent numbers, such as spark/freeze pulse,ect. So its not really that melee outclass ranged builds dps wise, its that ranged builds don't generally fully take advantage of their dmg. It seems like only in the past couple months people even bothered building crit on spell builds. The fact of the matter, ranged reach high dps with greater safety. Melee dps also isn't completely "fine". Its amazing on cleave, fistbreaker, crit dagger, but there are plenty of melee builds with subpar dps. 2h builds in particular are a let down imo. So while there are some jaw dropping melee dps builds, I know I play crit dagger dual strike + splash (its insane), there also aren't enough viable melee builds in comparison to ranged dmg wise. Last edited by AllGodsDie#6702 on Aug 4, 2013, 4:53:08 AM
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" Yes, that's a general problem that puts everybody in a hard position, but melee way more. Take for example the hated alchemists. The AI of those mobs can be summarized as: while (player in line of sight) bombard!!; Preferably from off-screen. Ranged players can at least shoot back in the general direction from where the attacks are coming and sneak behind cover, but melee? Melee is a joke in a game where you just pop your head in a room and everything shoots at you in the same instant. Again, preferably from off-screen, so that you don't even know where, what and how many are there. Balancing these two play-styles will require way more work than just fiddling with the passive tree. Or tweaking some damage numbers. Even with all the "ima-just-rushing-toward-you" style of mobs, that are supposed to counter ranged, ranged is still better off than melee. When night falls
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