A GOOD, EFFECTIVE and SIMPLE way to make melee FINALY viable!

Edit: ^ +1

For what it's worth, conditions which occur "within melee weapon and unarmed range" would reward builds which focus on kill speed, i.e., aggressively pursuing enemies as to threaten them as immediately as possible. As would it help builds which would otherwise need to take it slightly more slowly, by granting them the necessary buffs to more safely pursue enemies.

Tangentially related: I am fond of a pair of global conditional modifiers, roughly translating to "in melee" and "at range," which provide benefits and malus depending upon proximity to the enemy being interacted with and the type of weapon wielded--bow, wand, shield, dual 1H, and 2H. This would mechanically and categorically separate true melee from pseudo-ranged melee, melee caster from ranged caster, point blank ranged from true ranged, etc and many degrees in between, thereby creating the design space to balance disparities horizontally by behavior (as a dynamic), rather than vertically by scaling.
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Last edited by CanHasPants#3515 on Jun 18, 2015, 2:24:11 PM
"
AceNightfire wrote:
Simple: Give us nodes that only activate against enemies in melee range. For example:


Defensive nodes:
- Gain +20% elemental resistance against attacks/spells from enemies in melee range (melee weapon must be equipped)
- Gain +3% max resistances (all elements) against attacks/spells from enemies in melee range (melee weapon must be equipped)
- Gain 5% physical damage reduction against attacks from enemies in melee range (melee weapon must be equipped)

Attack nodes:
- Enemies in melee range receive 25% more damage (melee weapon must be equipped)
- You leech 3% life/mana from enemies in melee range (melee weapon must be equipped)


Those nodes provide STRONG bonuses, but only against enemies in melee combat. So if you use something like lightning strike, it will increase the damage against enemies you hit in your melee range, but the lightning projectiles will not receive the damage buff when they hit outside of your melee range. The defensive nodes on the other side willhelp you greatly to not get shotgunned against enemies in melee range, but it won't help you against enemies outside of your melee range.


That would be great if GGG done something like that ingame, i want to see it and it will make melee more interested, also make melee HC-viable.

Created a thread about that problem: https://www.pathofexile.com/forum/view-thread/1282118

Need to delay BETA for more balance, more way to defense and more fair in RT vs crit.

Also very bad changes at AA make self-casters rly bad.
Mercenaries master craft service Mercenaries My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch
Mercenaries veiled crafting all service all crafts mods
Mercenaries SC master craft service Mercenaries SC craft mod!
Veiled crafting Service Settlers craft PM: TreeOfDead

Report Forum Post

Report Account:

Report Type

Additional Info