Difference between melee and range builds.
There is another thing they could do which is make enemy attacks hit faster, at present high movement speed is a huge defensive advantage. Take that away or reduce it and high defense melee gains.
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What if the melee specialized nodes on the tree also give some area appropriate defence bonus. Less than dedicated defence nodes, but enough to make melee characters naturally more tough than range. Weighted more on the notables probably.
But the most glaring issue remains the slapping of air, which leaves you stuck in an attack animation while dealing zero damage. With the way target locking works (or doesn't) it's the most frustrating thing playing as melee in my opinion. "Into the Labyrinth!
left step, right step, step step, left left. Into the Labyrinth!" |
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FUCK this game i Quit there is no way im going to level up. spent whole day for exp died 4 times lol. Fck that explosion, etc. This game is so anti melee. Ima go Blade and Soul fck this shyt.
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Melee has been screwed over for so many years, I've gotten so used to it and all but given up fighting this fight, the balancing in this game is laughable and so anti-melee, it's not worth playing melee for any reason other than for casual fun and the love of melee.
Fortify has potential to be something that truly helps melee, but at this current state where it lasts only a few seconds, you have to trigger it, and you lose DPS if you have to waste a slot, it's practically a swiss cheese defense addition especially with the increase damage and monster life since 2.0. Armor was supposedly buffed, but like fortify the impact of whatever the buff was is unnoticeable and insignifcant, and like fortify the impact has been nullified because of increased monster damage and life... so these buffs that should have helped melee, were nothing more than keeping up with monster power creep. All jokes really, like map drop buff rate... sounds nice, all talk but net results are nothing more than the same BS. Dark_Chicken - lvl 100 Marauder Divine_Chicken - lvl 100 Duelist Last edited by Dark_Chicken#5481 on Jan 31, 2016, 10:57:14 PM
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"They do already (also, they did before). And reduced crit chance? it will be another Controlled Destruction situation... And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
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" Was talking of reduced crit dmg multiplier. That should have been obvious in the context of legacy crit multiplier items, no? The reason why I repeat my suggestion from like 2 years ago, where I talked of accuracy, chance and multiplier, and multiplier turns out to be the best thing to tweak, is that they reduced crit multi on items. This would have been better on gems like LMP, GMP, Chain, Multistrike cause then it also had affected standard league and not only temp leagues. They provide so much AOE, that further negative effects especially for crit. builds that benefit more from this AOE than non crit builds, should be viable. On the other hand these best in slot gems which nearly everyone uses would be excluded from certain builds then. It would fix the high aoe + one-shot meta pretty much as players could more or less decide between one-shotting and higher aoe but not both at once. The 30% less dmg with builds that crit 75% of times and deal 600%+ mutli damage is nothing you worry about the slightest. The values are if at all balanced for non crit builds (16%, 26%, 31% less projectile damage). Back when I made the suggestion the master affix attacks can't be evaded and these many crit chance nodes on the tree weren't available so that the other two would have been viable as well to some extend. GGG could even balance out the whole game with ease if they added an individual negative crit multiplier to each gem that is op for these crit aoe one shot builds that destroy the game and make it impossible to balance stuff in the first place. This was suggested years ago but then forum was full of whiners that wanted to keep the one shot aoe meta for their RMTraded/jsped gear. Therefore we still have it. While melee with mirror gear is trying to find an overseen enemy to leech his life back that he lost when stepping on stuff on the ground while running behind and trying to catch up, the aoe-one-shot chars aim in the air and the whole screen explodes and they have always full life (in a rotation group e.g.). Even tho I make it sound funny, this is the truth and the reason why many of the good guys have left this game long time ago. Last edited by LSN#3878 on Feb 1, 2016, 8:27:30 AM
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" Or introduce turn speed like in DotA maybe? Not as major/noticeable but just enough to make kiting harder. |
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" Well there explosions and bearers and multiple other monsters stuff really annoying and super ANTI-MELEE heavily. No ranged can die from it, only melee in danger. But hey melee ALWAYS in danger ever when run easy maps. Btw when you got a time just check wiki and calculate how many RED skills and support skills and other color, that explain everything. 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 |
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in titan quest and grim dawn (mechanically pretty much the same thing as tq) melee builds actually are way stronger than ranged. my memory isnt as good with tq but in gd its extremely obvious. its not balanced- the scales are simply turned the other way. it took crate probably around five tries to tone down dual wielding/nightblade being extremely op in GD and its still extremely strong.
the true problem of melee in poe is because every class can do anything and there are no designated melee classes like in other arpgs. you cant give something to a duelist or a marauder without making it available for everyone else as well. the whole concept of a 'melee' player in poe is defined by what exactly ? a melee skill with a melee weapon of choice. and some melee weapons can also be caster weapons. which basically makes it a clusterfuck to balance. ascendancy was kinda a chance to rectify that, but not really. again, because of poes system, you can be a ranged marauder as easily as a melee one. |
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Melee is always garbage in RPGs , you'll have to learn to deal with it .
R.I.P 4.B.
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