Can someone confirm melee getting buffed?

Making melee nodes give both offensive/defensive stats is a good solution. Swords, Axes, Two Hand Nodes, One Hand Melee, etc. should definitely give more defensive stats. That's probably the best solution, along with minor buffs to evasion/armor.


Reducing elemental damage also would go a long way to making melee more viable. Right now Ele Dmg can skyrocket way too high with barely any investment into damage (you need a handful of nodes at most compared to phys dps). Phys Dps can only overtake Ele Dmg with significant investments and significant gear at the cost of defense.
Last edited by allbusiness#6050 on Feb 10, 2013, 11:56:44 AM
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FamousTrip wrote:

No offense but this whole post seems extremely troll-ish. You are essentially calling anyone who sees this failure of balance a whiner that is just whining instead of looking for a solution. When the reason they are giving feedback is because there is no solution.

As i said, i played with a tank in turbo race and he could tank almost everything. Means there is a solution. As i said, you won't be able to facetank everything - but that would make PoE quite boring (and well, you can't kite the hard mobs as ranged too).

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FamousTrip wrote:

And as to your last point, there is absolutely nothing stopping a ranged character from having an insanely good decoy totem. Refer to the "ranged" bow duelist build I linked earlier in this thread. ~300 strength base, 25+ life nodes. Why wouldn't such a character have access to an insanely good decoy totem? They would have the exact same access as a melee character or a caster templar.

And again. You ask me to not call GS / LS melee. Then PLEASE don't call a tank bow a ranged - because well, it's not. We are comparing ranged and melee here, not anything in between (like GS / LS mara/templar oder tank bow). And well, a normal ranger can't use decoy.

I'm in HC act 3 cruel now. Using Leap Slam to jump in and Sweep as main attack. Heavy Strike for bosses. In my opinion until now a way to stong build (because you are insanely safe and a blue alted weapon is enough to 1-shot (act 1-2 normal) and 2-shot (act 3-act 2 cruel) everything - without much off passives. It's getting harder in act 3 cruel now, but well, thats with every build. Main problem is chaos, let's see how that will be in the future. Still, did have just one "fuck was that close" moment (main reason was i don't know act 3 good enough yet) - usually with ranged i have that 3-4 times until now.

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Reducing elemental damage also would go a long way to making melee more viable. Right now Ele Dmg can skyrocket way too high with barely any investment into damage

True, but it sucks lategame - which makes it kind of balanced.

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Phys Dps can only overtake Ele Dmg with significant investments and significant gear at the cost of defense.

But endgame the damage difference is insane. And well, at endgame it doesn't matter if you have 3k life or 5k life as ranged.
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Thirion wrote:

And again. You ask me to not call GS / LS melee. Then PLEASE don't call a tank bow a ranged - because well, it's not. We are comparing ranged and melee here, not anything in between (like GS / LS mara/templar oder tank bow). And well, a normal ranger can't use decoy.


Im sorry, a tank with a bow is ranged. If they are attacking from range, they are a ranged character. They may also be a tank, but that doesn't stop them from being ranged.

It usually helps to call things by what they are, not what label they have, and in this case, when we read the literal definition of the word melee http://en.wikipedia.org/wiki/Melee, unless you are attacking something in very close combat quarters, you are not melee, by definition

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Thirion wrote:

I'm in HC act 3 cruel now. Using Leap Slam to jump in and Sweep as main attack. Heavy Strike for bosses. In my opinion until now a way to stong build (because you are insanely safe and a blue alted weapon is enough to 1-shot (act 1-2 normal) and 2-shot (act 3-act 2 cruel) everything - without much off passives. It's getting harder in act 3 cruel now, but well, thats with every build. Main problem is chaos, let's see how that will be in the future. Still, did have just one "fuck was that close" moment (main reason was i don't know act 3 good enough yet) - usually with ranged i have that 3-4 times until now.


Cruel hasn't ever been the issue for tank melees, its in merciless where the problem occurs. You will first see it in Act 1, but in Act2 is when it starts hitting

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Thirion wrote:

But endgame the damage difference is insane. And well, at endgame it doesn't matter if you have 3k life or 5k life as ranged.


Thats irrelevant, the amount you have to invest in physical dps on your tree to make it works means you are going to be a glass cannon, which also means you are going to get 2 shot in merciless. Elemental damage gives you way more reward for your buck, so much so that you can still have 3/4 of your tree in life/ele resis nodes and still pump out a lot of damage, as all people in HC are doing
phyisical damage from rings is not subject to increased physical damage passives :(
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Kwonryu wrote:
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StarlightGamer wrote:
Well, more evidence that making a viable true melee character is impossible. It's not because I can't kill things, but, oddly enough, things are doing too much damage for me to survive.


They are working on it :)


Looks like PoE is aware of the issue and they are working on it
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deteego wrote:

Im sorry, a tank with a bow is ranged. If they are attacking from range, they are a ranged character. They may also be a tank, but that doesn't stop them from being ranged.

It usually helps to call things by what they are, not what label they have, and in this case, when we read the literal definition of the word melee http://en.wikipedia.org/wiki/Melee, unless you are attacking something in very close combat quarters, you are not melee, by definition

It depends on the definition you are using. You can also define melee as "Using a melee weapon" and then GS / LS would be melee. Using wikipedia for a fantasy ARPG doesn't have to be the best choice. (But true, my statement was not really correct).

Let me try it again. You want to talk about a specific (namely non-ranged melee) melee "subclass", then please use a ranged subclass (namely non-tank ranged) to compare it to.

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deteego wrote:

Cruel hasn't ever been the issue for tank melees, its in merciless where the problem occurs. You will first see it in Act 1, but in Act2 is when it starts hitting

I never said anything against that.

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Thats irrelevant, the amount you have to invest in physical dps on your tree to make it works means you are going to be a glass cannon, which also means you are going to get 2 shot in merciless.

Did you try it? I played a glass cannon build in the turbo race with less than 1.5k life endgame (and around 2k ES). And well, it worked - you just need to know what your are doing. :)

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deteego wrote:

Elemental damage gives you way more reward for your buck,

Thats YOUR opinion not a fakt! And in MY opinion its not true.

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deteego wrote:

so much so that you can still have 3/4 of your tree in life/ele resis nodes

Which you don't need. Because in 90% of the endgame HC deaths double the life wouldn't have helped. People just need life to feel safe ... it doesn't really matter that much. But thats another discusion.

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deteego wrote:

and still pump out a lot of damage, as all people in HC are doing

But, and thats everything i said, pdmg is better lategame. And just because all the people in HC are doing it doesn't mean its good or better. Its just safer - i never said anything against that.
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Thirion wrote:
I still don't understand why everbody is crying about ranged beeing OP and melee UP. Because it's not. They are balanced - but work in different ways and because of that in some situations melee is better and in some ranged is.



No. Just No.

and this is coming from someone with an actual up close melee build in act 3 inferno and doing pretty well.

Ranged is obviously much much easier. Melee should be a big tankier than they are which is a challenge in a game built like this with classes doing whatever they want.

Ranged has the distinct ability of dealing out high DPS without getting near to the enemies. Thats a built in advantage. What advantage do you have as an up close melee? I am struggling to think of any at all.
Standard Forever
Last edited by iamstryker#5952 on Feb 11, 2013, 12:57:17 AM
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iamstryker wrote:
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Thirion wrote:
I still don't understand why everbody is crying about ranged beeing OP and melee UP. Because it's not. They are balanced - but work in different ways and because of that in some situations melee is better and in some ranged is.



No. Just No.

and this is coming from someone with an actual up close melee build in act 3 inferno and doing pretty well.

Ranged is obviously much much easier. Melee should be a big tankier than they are which is a challenge in a game built like this with classes doing whatever they want.

Ranged has the distinct ability of dealing out high DPS without getting near to the enemies. Thats a built in advantage. What advantage do you have as an up close melee? I am struggling to think of any at all.


Ignore anything that guy post lol, I didn't even bother responding to his refute to my statement. Guy seems like a pure troll, reminds me of SL4Y3R lol. Also act 3 inferno?
"FullyBlownDaddy"-FullBlownDaddy™
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All I want is Armour a flat percentile of damage removed per so many points of and Evasion to scale up with difficulty levels. I think it's a simple solution
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iamstryker wrote:

Ranged has the distinct ability of dealing out high DPS without getting near to the enemies. Thats a built in advantage.

It would be an advantage without insanely fast mobs that counter that. There are a lot of mobs you cant kite and have to fight in melee range or are ranged. For example rhoas, flicker mobs, snakes, leap slam mobs in act 3, ... . And then you are in an disadvantage - because well, melee is better in melee as ranged in melee.

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iamstryker wrote:

What advantage do you have as an up close melee? I am struggling to think of any at all.

+ Way better base stats of weapons
+ Easier to build tanky
+ Easier escape
+ Better AOE skills
+ Blood Magic
+ Str based (and Str >> Dex and Int)

I am playing a melee build at the moment. Sure, you get lower easier but you can always get out fast and regenerate life quickly. With ranged you have really hard situations when some hard mods mobs are in your face all the time - and you have to tank them. Try to fight a faster attack+move life regen snake/rhoa/flicker without decoy totem.

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evilcloud5 wrote:

Ignore anything that guy post lol, I didn't even bother responding to his refute to my statement. Guy seems like a pure troll, reminds me of SL4Y3R lol.

Thx for the compliment (comparing me to Slayer). No i'm not a troll, i just know a lot about the game and played a lot of ( > 10) builds in HC until endgame. (A bit like Slayer - who is a really good and experienced player). I played most of the builds we are talking about and know their strength and weakness - and because of that i can compare them quite well.

Did you play a melee AND ranged build in HC until endgame?

Edit : Sry if i seem to be like a troll and sometimes i am a bit harsh. My problem is that some time ago everyone cried CI OP and Spell totem OP (and well, they needed to be balanced) - but both are useless now ... i don't want that to happen to anything else again. I agree melee needs a little buff - but i still think melee is playable/viable in HC atm.
Last edited by Thirion#4157 on Feb 11, 2013, 8:29:02 AM

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