Can someone confirm melee getting buffed?

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Thirion wrote:
Vaal rocks, Piety lighning ball, Bear traps, Puncture, Flicker mobs, ...


Most of these stuff there are easily avoided by ranged characters. Not Flicker mobs though... And they're as deadly for a melee character, if not more.
Last edited by lyravega#6200 on Feb 6, 2013, 12:22:07 PM
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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.

First, you have to understand that PoE is supposed to be a hard game. That means you won't be safe even if you just build defense and that there will be always hard situations for you. And you have to understand that damage is really important too, you need to kill things fast - otherwise they will hurt.

I play a lot HC with a friend. He builds tanky melee and i build glass cannon damage ranged. It works really well. Without a good weapon he deals less damage than me and then thinks he is useless. But well, he isn't - because having someone in front that takes the aggro is by far the best thing for a ranged player!
With a good weapon he deals more (and better AOE - with leap slam / cleave) damage than me - while beeing way more tanky / safe. Do i cry OP? No, because i know in other situations i'm better than him.

Maybe armour is weak. Maybe Vaal is hard. But well, there are a lot of hard things for ranged too (like Viper Strike, Puncture, faster movement, Oak, Freeze, ...) and compared to melee i won't be as tanky and i have no escape.

About the elemental damage vs phys. dmg. It's balanced. Why? Elemntal damage is insane early and falls off late. And we'll, pdmg is weak early and insanely strong late. Which makes it balanced again.

About builds. A lot of builds work really well. Just because people play similar builds doesn't mean others are not viable or weaker. And e.g. for ranged bow Burning Arrow is really good too (because lower mana costs -> better supports possible and the highest base damage). Most people have btw no idea how to make a build work really well and usually just copy builds ^^.

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List me a single ability in this game that range has a problem with. Because I can't think of 1 that isn't equally as hard or harder as melee.

Vaal rocks, Piety lighning ball, Bear traps, Puncture, Flicker mobs, ...





You realize you can have just as must survivability as him if not more considering range, and noticeably more damage because of better skills and support gems available to ranged right?...
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Wallach wrote:
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Thirion wrote:
Vaal rocks, Piety lighning ball, Bear traps, Puncture, Flicker mobs, ...


None of these things are inherently more dangerous at range than they are in melee.


Piety ball I agree with, but flickers/bears/puncture/rocks are much more scary for non-melee.

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It's something common in new development companies. They don't know how to design, so they think of things. And the ideas they think of only screw melee and don't affect range.


Considering GGG has done more, better, non-standard design than any other 'new' or even 'veteran' game company in the last 4 years should give you enough reason to cut them some slack.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Last edited by anubite#0701 on Feb 6, 2013, 12:23:43 PM
Spoiler
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funshynebare wrote:
Melee survivability isn't bad.

It's just poor game mechancis.

Look at GGG game design for "Challenging" mobs.

Voidbearers sit there and channel an ability that destroys you. Only challenging if you're melee.

The General in Act3 has a shield that destroys you. Only challenging if you're melee.

Mobs swing super fast, hit super hard, but move like a snail. Only challenging if you're melee.

Mob is a stationary and 1 shots if you come into melee range. Only challenging if you're melee.

Casters shoot out multiple projectiles that fan out the further they go. Only challenging if you're melee.

Then let's talk about the massive desync problems in this game. Hell, mobs can't even make it around walls sometimes. Only matters if you're melee.

Every. Single. Game. Mechanic.

It's all centered around making a melee's life hell.

It's something common in new development companies. They don't know how to design, so they think of things. And the ideas they think of only screw melee and don't affect range.

List me a single ability in this game that range has a problem with. Because I can't think of 1 that isn't equally as hard or harder as melee.



This is way too true. Granites were nerfed, oaks hp was nerfed, doors were added, vaal 1 shots now, chaos resist penalties were added, phase run is gone(slow melee that hits less hard, dear god please no).

I agree with deteego, but evasion would then be useless in comparison, and iron reflex builds would be indestructible. Rememeber though endurance charges are not easy to stack with boss's(cooldown) and they'll target you, scary as hell.
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anubite wrote:
Piety ball I agree with, but flickers/bears/puncture/rocks are much more scary for non-melee.


They really are not. There is nothing about ranged that implies you have any less defense against these than a melee character. Stuff like Puncture and Bear Trap in particular, where you're free to continue to take full advantage of life leech or life on hit from a stationary position against a full screen, whereas a melee is either stuck hitting whatever targets he can reach (or eat the same Puncture bleed to even get to a new target). Maybe you've built a ranged character with less defense against physical attacks but if you'd invested that little into defense as a melee you'd certainly be at even more risk.
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anubite wrote:


Considering GGG has done more, better, non-standard design than any other 'new' or even 'veteran' game company in the last 4 years should give you enough reason to cut them some slack.


Slack shall be cut once they start thinking of challenging mechanics that don't screw over melee.
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anubite wrote:
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Wallach wrote:
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Thirion wrote:
Vaal rocks, Piety lighning ball, Bear traps, Puncture, Flicker mobs, ...


None of these things are inherently more dangerous at range than they are in melee.


Piety ball I agree with, but flickers/bears/puncture/rocks are much more scary for non-melee.

"
It's something common in new development companies. They don't know how to design, so they think of things. And the ideas they think of only screw melee and don't affect range.


Considering GGG has done more, better, non-standard design than any other 'new' or even 'veteran' game company in the last 4 years should give you enough reason to cut them some slack.


I had no issues with any of those when I used my ranged duelist. Flickerstrike, for melee is ridiculously scary, you can't simply throw a decoy totem, run away, wait for it to die, make another blast arrows, as soon as it starts attracting, you run and repeat.

Well we're here, we clearly support ggg and their game, we're not here to give them hassle. And that's why we want to work out the kinks, because we love playing.
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funshynebare wrote:
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anubite wrote:


Considering GGG has done more, better, non-standard design than any other 'new' or even 'veteran' game company in the last 4 years should give you enough reason to cut them some slack.


Slack shall be cut once they start thinking of challenging mechanics that don't screw over melee.


I think they are trying, the tentacle girls have a melee dead zone, making them piss-easy for melee once you get close up.

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As for rocks being dangerous to melee... I've never even got hit by a vaal rock fall while playing a melee character. Ever. And I've fought vaal dozens of times.

Flickers are only more dangerous for melee when you accidentally pull too many, which melee are wont to do, but if you're careful to aggro them safely you can handle them much more easily than as a ranged character, because of how most melee AOEs are geometrically set up.

Puncture is mitigated heavily by armor which most melee use, so it's less threatening to them, though it can still hurt.

The major mechanics that fuck over melee most are shotgun and stun.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
Righteous Fire Mobs. Only challenging if you're melee.

Frost Armor mobs that leave a frost trail and chill if you attack them with a melee attack. Only challenging if you're melee.

Whip lashers that apply vulnerability on melee hit. Only challenging if you're melee.

Corpse Explosion mobs. Only challenging if you're melee.
Last edited by funshynebare#2742 on Feb 6, 2013, 12:43:21 PM
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anubite wrote:
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funshynebare wrote:
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anubite wrote:


Considering GGG has done more, better, non-standard design than any other 'new' or even 'veteran' game company in the last 4 years should give you enough reason to cut them some slack.


Slack shall be cut once they start thinking of challenging mechanics that don't screw over melee.


I think they are trying, the tentacle girls have a melee dead zone, making them piss-easy for melee once you get close up.

-

As for rocks being dangerous to melee... I've never even got hit by a vaal rock fall while playing a melee character. Ever. And I've fought vaal dozens of times.

Flickers are only more dangerous for melee when you accidentally pull too many, which melee are wont to do, but if you're careful to aggro them safely you can handle them much more easily than as a ranged character, because of how most melee AOEs are geometrically set up.

Puncture is mitigated heavily by armor which most melee use, so it's less threatening to them, though it can still hurt.

The major mechanics that fuck over melee most are shotgun and stun.


What... Are you against melee? Like 100%?

So because you got lucky against vaals rocks, they are now useless? I got hit by a rock as I went through a port 1.5k hp gone, had to go back to town. How do you not avoid it with a faster moving character?

Because you can stand near those insanely damaging tentacle things and get hurt less when in their face, they're useless? One of them is fine then, but when they give you vulnerability and those fire machinegunner girls shoot at you, you die so quick it's retarded, not to mention it is likely for there to be more of those tentacle girls.

You can't pull less flicker guys with your ranged? Why not? Do you just run into everything?

I don't see the point of having evasion to be quite honest. Evasion to me means more armour and no evasion, because I will choose IR, everytime, it's just better.
Last edited by Zrahurgh#2431 on Feb 6, 2013, 12:55:07 PM

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