Difference between melee and range builds.

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MortalKombat3 wrote:


In D2, balance was just way too poor.
Sorceress was great not just for a low-cost MF farming character. When geared properly, her clear speed can compete with others too. She also makes a great PVP character.

A lot of players find it boring to play the same class for everything. A lot of them played suboptimal characters/builds (that require tons of investment with not so great outcome), just "for fun".

Does it means developers should balance things? HELL NO!


You proposals about balance seem solid. Indeed, PoE farming ATM is just all about killing HUGE packs of EFFORTLESS creeps. Obviosuly, rangeds builds with high movespeed, huge AoE and DPS will win there. Even if there was better balance between ranged and melee.


Seems solid until you realize that immunities were one of the worst design choices of all time in D2.

Its funny to me he suggested things that have literally already been done, decreasing the packsize, adding specific mobs that are more difficult or in some cases require specific positioning (like melee range for bubble mods) but none of that has solved the issue. The solution isn't easy because despite what some people might believe they've tried it, almost all of it to discourage ranged and they've done things to buff melee. If you've watched or read up on recent information melee has even more improvements slated. However ultimately its up to the players to want to play melee, can ranged do the content, yes can they do it faster, probably, can they do it safer, maybe not, regardless using excuses like its unplayable or that the meta builds are better is just poor judgement. Care less what others do and more about what you find enjoyable in the game.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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goetzjam wrote:

Seems solid until you realize that immunities were one of the worst design choices of all time in D2.


I didnt meant the immunities. Yep. those ones are bullshit.

"Measures" that was made, were too weak, and ranged got a huge buff with new abilities and poison.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
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MortalKombat3 wrote:
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goetzjam wrote:

Seems solid until you realize that immunities were one of the worst design choices of all time in D2.


I didnt meant the immunities. Yep. those ones are bullshit.

"Measures" that was made, were too weak, and ranged got a huge buff with new abilities and poison.


Poison will be be nerfed. The measures and other things they have done to try to make melee a bit more balanced doesn't matter if people aren't willing to try them out and just repeat what others say despite the lack of actual experience.

Again we wouldn't be having this discussion if people didn't have to compare themselves to havoc or other people, their e-peens feel smaller therefore they have to complain about "fairness"
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
Ranged = wreck everything
Melee = get wrecked

There's the difference.

:)
Yeah without a doubt d2 was not perfect. However, a sorc would not be able to clear act 5 unless she gets the highest end gear. Yet, an Amazon wouldn't need top end gear, just mid range gear. And like I said, the end game consists of good pvp.

I'm not attacking this game. I like it but I can definitely see the progression is based on the idea of playing farming higher and higher tier; each tier letting monsters having more and more dmg/hp. So what works for tier 2 will work for tier 6 provided you get more dmg. There is really no need to nerf characters/builds or spells, just create an environment that enables and benefits others
oh boy there is no way i could level my master leo lol. Range is op AF. witches - ranger etc.
Melee can clear almost as fast in most scenarios whilst still being generally far more tanky.

IGN: Arlianth
Check out my LA build: 1782214
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Nephalim wrote:
Melee can clear almost as fast in most scenarios whilst still being generally far more tanky.



care to share something in melee flavor that can hold a candle to this: https://youtu.be/JliJj9S57fU?t=65

because 'tanky' does not sell when the ranged build can be pretty much immortal (Vinktar flask OR leech+VaalPact). so when we are past this 'more tanky' part what build can keep up with this? and if you manage to find one (that isnt flicker that works pretty much only on linear, narrow maps, otherwise you backtrack a lot) tell me how much it costs

cyclone can be fluid, reave can have the coverage, flicker is flicker but when it comes to difficult stuff - uber, avatar of thunder, other map bosses it is all ranged territory. melee builds that can do said content are rare and in most cases are using exploit-combo of sorts

how frequent are melee (like molten strike) builds killing uber or any of the difficult map/unique map bosses? and if there are such builds - how many ranged builds you can deck out for the price of one such melee build? (note that melee gear is cheaper due to pretty much no demand..)
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sidtherat wrote:
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Nephalim wrote:
Melee can clear almost as fast in most scenarios whilst still being generally far more tanky.



care to share something in melee flavor that can hold a candle to this: https://youtu.be/JliJj9S57fU?t=65

because 'tanky' does not sell when the ranged build can be pretty much immortal (Vinktar flask OR leech+VaalPact). so when we are past this 'more tanky' part what build can keep up with this? and if you manage to find one (that isnt flicker that works pretty much only on linear, narrow maps, otherwise you backtrack a lot) tell me how much it costs

cyclone can be fluid, reave can have the coverage, flicker is flicker but when it comes to difficult stuff - uber, avatar of thunder, other map bosses it is all ranged territory. melee builds that can do said content are rare and in most cases are using exploit-combo of sorts

how frequent are melee (like molten strike) builds killing uber or any of the difficult map/unique map bosses? and if there are such builds - how many ranged builds you can deck out for the price of one such melee build? (note that melee gear is cheaper due to pretty much no demand..)



Oh look another person mindlessly groveling over a steamer with an unplayable fps build, how typical. No wonder the masses never improve.

I'm sorry if my tone was harsh but did you seriously just link a well known streamer's vid about one of the most broken mechanics in the entire game that transcends even the melee/ranged meta?

The entry cost of melee will often be higher, but not so much higher that it becomes unviable. Stop gauging a build on its ability to uber, what a ridiculously awful goalpost. The number of people who actually farm uber is infinitesimally portion of the community and mandating a build to be able to do it to be viable is absurd.

Melee can use vinktar as well.

Can you link an actual ranged build, with like arrows or something on a speed run and I will do the same for a melee counterpart.

IGN: Arlianth
Check out my LA build: 1782214
melee can easily USE vintakar but can melee build easily kill Avatar of Thunder? have you seen that fight? it is one of the worst 'ranged master race' cases in this game. wasteland is probably the worst

and as for the uber - it might be done by minority but how telling is that that that minority is not melee at all? and that ranged builds can do it wearing tabula? it might be not the best 'metric' but it is just fine of a metric and gauge


take any gorge run with tornado shot or lightning arrow (my infractem build does gorge in <4min and that is a 220pdps bow worth 1c!) and try to beat that with ground slam, molten strike or any other melee skill (reave, cyclone and flicker are out. first two are hands down 100% better than the rest and flicker is pretty bad in non-open maps)

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