Difference between melee and range builds.

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xjlxmchammer wrote:
As a player who started very recently, I feel compelled to say my opinion on this matter. My friends and I started this game three weeks ago as a group of 6, each starting a different class/build. Since we all had a relatively similar schedule we played as a group. The players who took a range build, myself included, had a extremely easy time playing; this includes leveling, not dying a lot, getting upgrades, more options. We also started to magic find by ourselves at level 60. The only item I got from trading was a 5link mantle and now I'm clearing tier 6-7 maps. My friend who choose a better build can clear tier 10 already. Another guy who took a ranger is clearing content with 6 link tabula and a bow he got for 2c.

What are the melee guys doing? Following us around while we kill and they act like they are tanking. In reality, they make things bloody, harder, they die much more, and they don't do damage. They clear very slow and are more gear dependent. We found a guy who claimed to have been a guy who originally worked on POe development and he gave them items. Even with pretty insane items they can't do things we can, they actually ask to farm together because they have a much harder time.

I read through this thread and I'm a bit shocked how some people can claim a ranged characters has no advantage. Coming from a guy who played Diablo 2, there is a reason why everyone would start a new season as a Sorc. It was the best class to MF with the least amount of items needed, you can glitch a act 3 boss and kite the act 1 boss. In this game, the melee builds have the same problem as those in Diablo 2, you sacrifice damage to survive, the lack of damage affects the clear speed; the abilities too, not being huge AOE attacks also affect the clear speed.

By saying Melee builds are more gear reliant, you by default claim that ranged are at an advantage. By agreeing that melee don't have huge AOE attacks, you by default claim that ranged have an advantage. My second character I made is a lazy pally. 21k damage, despite being able to one hit eveything I can't clear remotely as fast as my friend who is 10 levels bellow me and still only invest about 15c in his character. It's only when we go past tier one maps that his damage isn't enough anymore. Thought that's another story

To conclude, ranged characters clearly have an advantage in this game. By default, the game definitely benefits them. There are clear solutions but by doing it, you do kill diversity to make balance.


Thank you very much for that great feedback! I wish someone from GGG read it and start to THINK what they doing, what the hell if wrong with their game and why they ruin game they worked so hard.

Melee dead now for most players and after Ascendancy expansion would be dead official.
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melee character was always my favourite type of play in any rpg-like games. in d2 classic and expansion i played barbarian a lot.
in early poe (domination league and shortly thereafter in standard) i played 2-h evasion-based (ondars) groundslam marauder. had a lot of fun and challange playing it and reached 94 lvl in a league and then 96 in standard, practically soloing 98% of the content. still i wasn't able to reach uber despite having mirror mace and legacy kaoms. killed normal atziri about 2 hundred times without any problem, though.

i quit standard since the upgrades for my equipment were so expensive that grinding for them was no longer fun for me.

i started playing temp leagues and found it very enjoyable experience. but seeing all those nerfs to melee, i never again considered playing it since i knew from experience how good a gear they need to progress at a fraction of speed a ranged or caster chars do.

since i don't have much time to test and figure out my own builds, in this current league i rolled an arc iron will templar recommended by one of more known players/streamers in the community (can't recall the name though).

being able to get over 7k life, 3 endurance charges, 2.5k armor, 20 something block chance and resists maxxed out at 75 at 33k dps was enough defense and offense i needed to progress to 94 in about a month of casual solo play (few hours a day). that was enough to never get one-shot and since i was ranged the probability of getting wrecked decreased dramatically. i didn't need any further layers of defense.

i reached t13 maps and didn't have any major issues with any bosses, monsters except for malformation boss.

i used tabula rasa till like lvl 88-89 or so before i bought a 6L armor with just life and triple resists. i don't need to add that i died once per level up on average. i can't imagine doing it with a melee char, especially a 2-h one.

i would love to play melee again, but seeing the clear advantage of playing ranged or caster, i don't think i will ever force myself to with limited time on my hands.
i am an old fart, and i have no desire to be stressed over a computer game - i prefer to relax and to solo play casually which is exactly what ranged or caster characters offer me atm.

until the balance between ranged and melee is fixed i will stick to the much easier, less gear and grind dependent and most importantly, less stressful option of ranged/caster.



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Last edited by k4n3#0976 on Feb 8, 2016, 5:43:38 AM
Things can be balanced. Ppl. just need to understand that this is about taking away from the omnipotent ranged + aoe and not just about adding to melee.

Game could be fine if endgame was more about strategical team compositions where different charackters complement each other and not only a ranged aoe race dps fest.

The result could then be that everybody could level up to ~90 on its own but then contet gets too difficult for solo, so that teams consisting of different roles are being needed. That would be great.

Last edited by LSN#3878 on Feb 8, 2016, 7:39:57 AM
I dont understand myself why Im still playing melee RT build. I like to play solo because I feel like im not intimidated by others . I dont also like to level up my master Leo cuz I have no chance winning in PVP. I wish there is offline mode in this game. I am so useless in the party anyway .
Last edited by HudaZki#4442 on Feb 8, 2016, 3:12:33 PM
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Starxsword wrote:
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'intristic AOE dealing half damage' is already a fix to bows as people would have to rearrange their links/setups to reach satisfactory damage. like use LMP instead of GMP, use a single target etc. numbers can fix current situation perfectly fine. 'you are safe and can hit anything but you hit like a wet noodle' is the ranged meta in many games and it works. it solves the risk/reward ratio that in current poe is completely broken as there is no risk playing ranged and no reward playing melee


No, you seem to misunderstand the situation completely. Range's inherent large AoE multi hit is the reason why it clears so fast. Numbers don't matter, unless you break it.

Here is an example:
If you nerf the numbers of Range too much, anyone who plays self found cannot make it through NORMAL, because they simply don't have the damage.
While on the opposite spectrum, the players who god tier items will STILL BREEZE through the game, because one shot is one shot. The only thing that matters after being able to one shot is to hit as many targets as possible.
This is what range has, ability to hit many targets.

The issue at hand is the incredibly large difference between high damage and low damage. Average players at level 75 do less than 10k damage with their bow.
However, high end players can do over 500k damage with their bow.
Do you see the difference in numbers? This is over a 50 fold difference between top tier and average.

If you nerf it so that top tier's speed is only good, then, an average player will never ever kill anything.

The fact that you are comparing top tier is really moronic, since those numbers are so out of sync with average, it doesn't even matter.


Have you ever wonder why some people think ball lightning is absolute shit a league or so ago? And others think otherwise? This is the difference between high damage and low damage. Ball Lightning is frankly speaking, shit for self found players a league or two ago. Damage is shit, you can't kill anything with it.
Now, once you get the items, then, its inherent larger AoE makes it better than other spells. Why? The reason is once you get enough damage, all that matters is how many targets that spell can hit.

By the way, Ball Lightning is in an okay spot right now.


Stupid, go back to school. You need like 25C investment to one shot everything with GMP + CHAIN.
GG hates melee:

they nerf HP nodes - block nodes - nerf the bringer of rain twice. Nerf the wings of entropy . Nerf the Acrobatic keystone . They add explosion on death of some melee monsters. Mana reserve is nerf . Cyclone is nerf. Cleave is nerf(well they buffed it but not that much). Vaal pact keystone is no longer on duelist/marauder area. They nerf Soul taker. Enduring cry is nerf and cannot be supported by increased duration gem. CWDT is nerf. The weakest build in POE are the RT melee builds.
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LSN wrote:
Things can be balanced. Ppl. just need to understand that this is about taking away from the omnipotent ranged + aoe and not just about adding to melee.

Game could be fine if endgame was more about strategical team compositions where different charackters complement each other and not only a ranged aoe race dps fest.

The result could then be that everybody could level up to ~90 on its own but then contet gets too difficult for solo, so that teams consisting of different roles are being needed. That would be great.



The game is an ARPG game not some sort of MMO where you should have to build around specific compositions in order to achieve a map clear or whatever objective you are wanting to do.


The whole game's content should 100% be possible from a difficulty standpoint solo. Stuff like getting uber atziri pieces or uniques to make the vinktar square map, whatever, technically the stuff could eventually drop for you but if you trade to make that easier, so be it.


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they nerf HP nodes - block nodes - nerf the bringer of rain twice. Nerf the wings of entropy . Nerf the Acrobatic keystone . They add explosion on death of some melee monsters. Mana reserve is nerf . Cyclone is nerf. Cleave is nerf(well they buffed it but not that much). Vaal pact keystone is no longer on duelist/marauder area. They nerf Soul taker. The weakest build in POE are the RT melee builds.


Block was a global nerf, it affects more then just melee, which includes all of the items that had block on it, so no wonder why the items that have block were nerfed.

Volatile is no joke, that shit fucking hurts.

Mana reserved technically isn't a nerf, you still have a way to achieve the same mana reservation as before. They buffed mana per level. Plus most melee skills no longer have as high mana cost when leveled so an overall buff there. They added more mana leech on tree.


Cyclone was nerfed yes, partly because it was a smooth and good melee skill. This needs to be rebuffed and nerfed for CoC.

Someone did a writeup on cleave, it actually just needs some small adjustments to make it good.

Vaal pact isn't really used with melee builds to begin with, the tree is flooded with life regen, so instead of giving that life regen up you now have the option to get better leech rates, which is a good tradeoff IMO.

Soultaker was nerfed FOREVER AGO. Let it fucking go already, soultaker isn't really even needed anymore because you have various ways to deal with mana as melee.


Weakest builds melee rt....hum I don't know about that, if that was the case why do people play them? Wouldn't the weakest build be something people don't play at all because they are too weak, something like ele hit.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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oh please. you cut the damage and suddenly GMP is no longer mandatory no cost gem. this alone cuts the hits number.

you give the players a choice: numerous weak hits OR few strong ones. currently there is only one choice: lots of strong hits


Once again, you missed what was said. I will make this response short, so maybe you can understand what is being said.
1. Trade gear vs non-trade gear, there is a huge difference in dps between the two.
2. If you nerf it so that trade gear range damage is average, it means non-trade gear can never advance, meaning start of new leagues.

You count top end builds when mentioning clear speed, which is more than 50 times stronger than normal characters. If you nerf top end builds in any way to stop one shot, normal characters can never hope to clear content.

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btw it was me who claimed - on the release date - that ball lightning is perfect. check the skull feedback section. current ball lightning is probably the best all around spell in the game. when build right. people cannot build for it and create noodle spam..


And you are full of crap if you think that is so. You probably never played Ball Lightning while levelling up if you thought that was the case.
I played both HC and SC and I tried ball lightning back then. It sucked, it takes 5 minutes to kill random exiles with it in cruel. It takes 2 to 3 Ball Lightnings to kill random white enemies, that is 4 to 6 hits there, since each Ball usually hits about 2 times.
But as I already said the current of iteration of Ball Lightning is pretty good. Do note, that is because they buffed it.


As a matter of fact, I levelled my melee guy faster than Ball Lightning at that time. But melee is a separate issue, since they still haven't made it easy to play.
Having to target makes playing melee just unfun with all those misses.

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Stupid, go back to school. You need like 25C investment to one shot everything with GMP + CHAIN.


Since you are so good at this game. Show me a 25C build that can one shot everything with GMP + Chain.
I will just assume you mean tier 1 to 6 maps or so, because with that amount of chaos to one shot everything is laughable if you think you can do it in higher tier maps. But even so, show me that build.
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goetzjam wrote:
The game is an ARPG game not some sort of MMO
Surpise m**********r!(c)
"
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.
Decrease pack size by a lot and buff mob hp and xp accordingly. The way it is now, waves upon waves of instakill trash mobs are giving you no choice but to go AoE to the max. I don't need to see the whole screen explode every other second. This game has no "fighting" component left in it from cruel onwards, it's just lmb >> xp. In that it has more similarities with a browser game than an actual arpg.

Only the toughest of bosses are actually noticeable, the rest gets swept away with the rabble while you carpet-bomb the map for the 10th time within seconds. But because everbody is used to this insane pace there is no way to revert this anymore.

Maybe I'm too old-fashioned for this playstyle, but to me there is very little "gaming" left in this game.
Last edited by Showmeyours#7455 on Feb 9, 2016, 12:06:12 PM

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