Difference between melee and range builds.
Ranged builds have a chance of being viable, while "melee" is usually a code word for "I'm deliberately choosing a skill with a lower range than other available skills because I enjoy putting myself at a disadvantage."
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jan 12, 2016, 4:50:08 PM
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@Shppy
You are literally comparing apples to some exoitic fruit. A 430 dps bow in THC cost 25ex (which has shitty crit chance), a 575-600 dps axe that causes bleeding on hit is 15ex, so before you try to homogenize all skills and playstyles to scale evenly you need to understand the difference of why certain things behave the way they do. Lets address spells first, spells scale well off of levels, this mainly is a following to the way it behaved in D2. Spells can scale off of various things now, at first there wasn't much or as many flat damage options as now, but at the same time there was "shotgunning" in the past. Spell casters have improved in terms of offensive capabilities with the addition of controlled destruction, but lack the IMO good survival options in HC, at least nothing is "cheap" in that regards anymore. Bows, they have quivers, because what game doesn't. Secondly because they rely on crit and more niche uniques they can use the quiver for life\res\ect. But getting a high DPS bow, especially one with crit and phys is extremely difficult. 2 handed melee, because lets be honest here 1 handed melee is like scratching your eyes out, unless your crit, which is psuedo the same as bows in terms of this discussion. Getting a decent or high 2 handed weapon is actually quite easy. They typically hit harder and slower, but in general provide more DPS then the other counterparts, in addition building around them does provide you with some of the best life\defensive nodes available. lets not forget fortify either. In terms of leech, casters actually have it the worst, they use the gem to get a decent amount, one of atziri's uniques or craft it on something, but those values are lower. Melee and ranged both have ways to get it on the tree and various pieces of gear. Theres a good reason why the strongest build of all time "technically" used a melee weapon, which was a 1 handed crit dagger, even though they used an ability that made it "ranged" (spectral throw) Again this whole topic has been discussed to death, but you can't begin to suggest drastic changes because you simply lack the experience to even know the above, let alone the multiple pages threads like this have netted in the past. Lets also not forget there are playstyles inbetween here, like summoners, (totems, technically i guess you can call them spellcasters if you want its different). Stuff in PoE doesn't fit into the little boxes you are describing and can't just be changed. I'd love for bloodlust to not have the "cannot cause bleeding with supported attacks" removed and see how fun that would be. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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" A 300+ PDPS 8.5+ crit chance bow will outclear almost any top end 2H weapon in terms of actual real time clear speeds. It only gets worse as you go up, as once you hit like 400+ you clear at absurd speeds. 2H weapons will never match the same clear speeds as bows. Defenses mean absolute shit in this game towards the end, it's just about not getting hit for the most part. Again, you're on the GGG is always right bandwagon and can do no wrong. Melee pretty much blows dick in this game. Last edited by allbusiness#6050 on Jan 12, 2016, 6:44:54 PM
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" Clearspeed at what cost. In terms of defenses I guess your right your going to die sooner then later, still in terms of rolling the dice its better to have the higher roll to kill you then to test that less often but have a lower roll. Melee has basically had MASSIVE improvements over time in this game, if you don't or haven't seen that then your oblivious and shouldn't be commenting in this thread anyway. Improvements can be made, without taking everything and completely changing the way the game works, considering there are a number of things in place, I guess maybe 3.0 can change various things in a larger scale, but lets be real here that isn't going to happen for a very long time, constantly bitching when you likely haven't played melee in like forever to me just makes me laugh. https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan Remove MF from POE, make juiced map the new MF. |
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" If you're not an awful scrub you can do Uber Atziri and extremely hard maps with a bow character with relatively shit gear. You're not going to die at all unless you're just dumb. With a relatively conservative tree you're gonna have 5k+ hp which is plenty to survive at full screen distances. 4.5k is only if you have an ultra aggressive tree like I do. Last edited by allbusiness#6050 on Jan 12, 2016, 9:57:15 PM
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300 pdps bow? i ran 100%+ courtyards in 1.3 with Infractem (220pdps) and it wasnt even that slow
melee - even reave - cannot compete with the hailstorm of projectiles bows can create, from the distance, cheaply, safely. gearing up to good weapon (atziri's axe is probably the 'best' weapon small money can buy) changes very little compared to primacy or any 20chaos axe. because the 'spot damage' is not the core of the problem. it is the 'damage delivery' and risks taken while doing said delivery. no sane person can say 'for me, the way to the top is to play melee'. if someone should say that.. well.. lets hope for the best ladders show clearly that melee is an afterthough that noone seriously considers competetive. cyclone is stupid strong - but compared to bow users it is a snoozefest. same with reave. and reave to shine requires good weapon, bow users need ~300pdps or a lioneyes (that is despite its low crit an equivalent of 320pdps harb, that attack speed makes up for the crit) that is dirt cheap saw the talisman stats? all top 10 items are from ONE BUILD! bow build |
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My Archer has a VERY glassy build, (3.8k HP) and not THAT great of a bow (320 pDPS, only 7.4% crit) yet she still clears things far, far faster than any melee build I have does. Only thing that slows her down is intentionally going for full-clears and sweeping to make sure I didn't miss anything. Once I stop worrying about that, the average Necropolis (minus boss) takes about 8-9 minutes or so. More linear maps are even quicker. My melee builds? Closer to 20-30 minutes.
" You would be surprised, then, at how many people an with Magma Orb in Warbands/Tempest... Or even still went with Flameblast again, in spite of it no longer being the flavor of the month. Granted, ice and lightning builds saw little use, outside of Whispering Ice. " Yeah, how readily Fortify was co-opted for casters is kinda sad. An easy solution would be to prohibit the Fortify gem from supporting MOVEMENT melee skills. (barring Cyclone, akin to the Haku mission rule) It would end the silly meta of "all casters focus knives so they can just use Whirling Blades+Fortify now." My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike Last edited by ACGIFT#1167 on Jan 13, 2016, 1:52:41 AM
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"They'll just switch to Frost Blades :P 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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True melee is in a diffcult spot at the moment i feel. GGG has to balance around the potential of high end melee damage with good gear only the top 10% of players can achieve. If you would buff melee weapons in midgame, endgame weapons would become even more insane.
TLDR: Melee would need a exclusive mobility buff (movement speed, movement skills range buff) and some mechanical AoE buffs to compete with ranged and not primarily a damage buff - most melee skills have good damage since 2.0. Spells are easy to balance because there is only the gem itself and its possible supports to consider - so making a spell deal 40% less damage next patch is an easy balancing task, it also can be balanced through levels in every game stage (does more damage in early game, loses scaling in lategame). So i think well balanced spells are completly fine. Bows are a big balancing nightmare, because there are so many different ways to scale bow damage in the game. Early game bow builds are very slow due to the lack of dps from the weapon but the better the bow gets, the more insane the clear speed becomes. With even more tools to scale bow damage coming with Acendancy i think bow top end damage or crit needs to be lowerd to keep their potential in check. Melee has one big problem despite the ones already mentioned (less AoE, has to move more to conect damage with the target, less available support gems to scale damage) - the fact that spectral throw exists. Spectral Throw is the whole reason why phyical melee weapons can't be buffed that much in terms of numbers and aquisition. If you would buff melee weapons damage spectral throw would become OP and the new meta "again", if you would nerf spectral throw further while buffing melee weapons, spectral throw becomes a useless skill which nobody wants. Another problem is how elemental conversion scaling works in PoE - if you buff the base damage of melee weapons stuff like Hatred and Added fire and WED would become insane multipliers. Physical damage is, besides direct chaos damage, the best damage type in the game - at high levels it deals basically "true damage" to any mob in the game, even to bosses due to armour works in PoE. So GGG has also consider this fact (you can already see what happens when physical damage gets out of hand - just take a look at SWT, Bladfall etc. But, as already mentioned, all the damage would not be that relevant in the end - it's mechanics and mob encounters what determine if melee is good or bad. Currently ranged is heavily favored in nearly every endgame szenario over melee. If GGG could introduce mobs, more mechanics and endgame bosses which shit on ranged characters and don't harm melee that hard in comparison that would be great for the game overall. Example: Fast mobs which go close combat immediately with a gap closer and maim/slow the player while attacking. The mob should be highly resistant against projectiles or take less damage the further it is away from the player - another proximity shield like mechanic would also be great to see. Or GGG could make use out of the new phasing mechanic on mobs (while phasing mobs take %less damage from ranged attacks and spells) Over all, i personally think that Ascendancy will bring some sort of true melee builds back to the game. Ascendany classes will be a huge deal in building characters. Duelist, Marauder and Ranger look great for melee builds as i can tell even a elemental melee templar looks nice now. What would also help melee are nerfs to Lightning Coil and Taste of Hate - as physical damage becomes spell casters automatically become weaker in terms of damage because they would have to invest more into physical mitigation - Bows still remain a problem due to easy acess to evasion and acrobatics cluster. Buffing mob elemental damage would be the solution for that but this would shit on melee evasion and armour builds as well... a difficult task indeed. |
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" I see bigger problem: GGG stupid vision of "balance", where ANY gem can be used by anyone! Good example Fortify: any build can use it, but was supposed to be melee only (exclusively), but NO! GGG think it's fine if anyone will use it, so gave CoC, Mjolner, any caster, totems, summoner, even rangers to use it with tricks or just use with dagger or other MS weapon. Same goes to summoner and melee: Vitality super bad gem for melee, just insane bad and was bad from the very start, but HEY we got summoners and RF, so it will be trash forever, because GGG so pussy or cannot change anything. I think we will see real working balance when GGG started to make gems working with exactly melee/ranger/hybrid/summoner/totem builds. This freedom and "build diversify" only make bigger cap between OPieOP crazy easy builds and super bad unplayable useless builds and even higher cap between ranger amd melee. Melee should have higher, much higher defense by default, from start and progress that defense while leveling or while taking main node. What we got now: no balance at all, use whatever mechanic you want to make your ranger char immortal. 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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