GGG, hates Marauders & melee? Juggernaut sucks, Berserker is retarded; now Chieftain is a totem

You can say the melee classes are on the weaker said but I have 0 idea why circling the popularity of classes has to do with your point.

Ranged classes that do magic/bow and arrow, assassins, ect are always more popular in video games then the large dumb berserker that just bashes stuff.
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CharanJaydemyr wrote:
Hear that noise? No? Then that was not the gun. So stop jumping.

PS you might want to consider being a little less fucking rude with your feedback. Or do you really think professional devs are going to respond to this is shit? Yeah. You probably do.


No dev worth his salt responds to feedback opinions regardless of tone.It just the industry standard.

In response to the OP the marauder passives do seem very lacklustre compared to wildly OP duellist passives.
"Blue warrior shot the food"
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RagnarokChu wrote:


Ranged classes that do magic/bow and arrow, assassins, ect are always more popular in video games then the large dumb berserker that just bashes stuff.


I remember D1 & early D2, melee was as popular if not more than any other, especially the the good ol 'barbar' barbarian that you now refer to as large dumb berserker, was legendary and beloved. In PoE its a complete reversal and the disparity is growing with the new subclasses.
Dark_Chicken - lvl 100 Marauder
Divine_Chicken - lvl 100 Duelist
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ScrotieMcB wrote:
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mark1030 wrote:
But as far as your point about the 100% leech, unless they change how leech works or you have instant leech, 100% is no different than any other percent. You still get the life at 20% of your max life per second. So, what benefit do you really see?


Pick one.
Really? if you have that flask you'd take 100% leech for 4 seconds when you get hit for 20% of your life over adding Surgeon's and Staunching to that flask? You could have 100% uptime of that flask but you'd rather go with a conditional life leech buff?

And if you have acuities, is marauder really the class you'd choose?
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Last edited by mark1030#3643 on Jan 29, 2016, 1:55:29 PM
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mark1030 wrote:
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ScrotieMcB wrote:
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mark1030 wrote:
But as far as your point about the 100% leech, unless they change how leech works or you have instant leech, 100% is no different than any other percent. You still get the life at 20% of your max life per second. So, what benefit do you really see?


Pick one.
Really? if you have that flask you'd take 100% leech for 4 seconds when you get hit for 20% of your life over adding Surgeon's and Staunching to that flask? You could have 100% uptime of that flask but you'd rather go with a conditional life leech buff?

And if you have acuities, is marauder really the class you'd choose?
Now you're going more generally into the whole "right side of tree sucks" and "crit > noncrit" arguments, rather than evaluating the Ascendancy abilities themselves.
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.
ascendancy or not i can ALREADY have 100% Vintakar uptime so the leech buff is nothing that wasnt there before (and i have it on a cycloner.. but pretty much any short/mid ranged char - one that benefits most from the flask anyway - can have it)


comparing the 'cool stuff when hit' from the 'melee' guy and 'cool stuff, no requirements' from 'ranged' classes revealed recently is quite sad


sure, some of these look cool and will help - but the problem is they will help WHEN NOT NEEDED. clearing thrash. sailing trough easy bits. you do not need these survivability boosts when fighting white mobs. what you need is efficient damage delivery and mobility. these perks give nothing in these categories.

the 'survivability when hit' perks are indeed nice but the problem is - they do not protect from one shots. and why to base something on getting hit (to get hit for less) when one can simply not get hit and invest these 9 uber-passives into something that helps with clear speed?

the 'on hit' guy is pretty much a set of conditional, fluff passives that sure - look nice - and address melee' biggest downside (taking lots of dmg to the face because it is what melee playstyle is). sadly they are tailored so they do not really help vs really tough stuff

compare: survivability boost for 4 sec after being hit (so first hit deals full damage) to 'recover flasks all the time, no requirements' in a typical 1v1 boss fight. i'd pick the second one 100/100 as it has no requirements and is always on. first one requires me to endanger myself to even have it proc.

it is the 'cast on kill' vs the 'cast on crit' all over again. we all know what is better
unnecessary, use of, commas,,
Just tried to imagine developer creating berserker with hate :DD

Spoiler


Class doesn't look really weak, maybe a bit too simple, but not too weak.
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Dark_Chicken wrote:
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RagnarokChu wrote:


Ranged classes that do magic/bow and arrow, assassins, ect are always more popular in video games then the large dumb berserker that just bashes stuff.


I remember D1 & early D2, melee was as popular if not more than any other, especially the the good ol 'barbar' barbarian that you now refer to as large dumb berserker, was legendary and beloved. In PoE its a complete reversal and the disparity is growing with the new subclasses.

The only thing "popular" that was in D2 was anything spamming range attacks that cleared entire screens of monsters, MF sorcs or paladins specifically made for uber or spamming OP orbiting hammers.

If you actually want to make melee popular again it actually requires visceral combat and actual system for melee combat to get the feel and effect right (Ala dark souls or action games and so on). That isn't possible in the current ARPG design so we need to do something else. (New ARPGs such like lost ark it seems trying to make a difference by hand crafting their classes more carefully)

There is no mechanics actually behind most melee attacks outside of the fact they are shorter then range attacks. Ice slash has 0 functional difference between ice arrow (example) in a video game where you just click from the top down view with 0 skill and mechanics.

Cyclone is the "best" melee attack because it's the only melee attack that has it's own mechanics that specifically make it different and powerful from ranged attack. Which is the ability to attack while moving at the same time.

If I suddenly made a ranged version of molten strike (let's call it molten blast). That you click target and exploded in the same effect as molten strike, it would work almost the same and just be better.
Last edited by RagnarokChu#4426 on Jan 29, 2016, 3:48:45 PM
Business as always - Marauders get it in the butt. Nothing new here, GGG hates Marauders since day 1. I like to play Marauders because it is at least a little challenging while playing Ranger or Witch for example is easy faceroll offscreen killing bs.

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