Dev Response on Melee Balance....


Melee needs more skills and maybe nerf the melee damage of mobs in cruel merci a little.

Ranged will always be better in a game where they can easily be as tanky as melee characters.

To fix that core mechanics need to be altered like certain weapons and auras have armor class restrictions, but doing that would destroy so many builds.

I don't think melee can be fixed in this game with how the passive tree works. It is a shame really. Hopefully there will be a poe 2 and they get it right.
How about to give Buff when use a mele skill sword dagger claw spear 2hand sword you recive dmg reduction 20% plus Endurance staks might work no ?

I allways played mele classes and this is a reason why I dont like Gw2 ..I hate hybryd mele ranged class...

Also mele aoe skills are horable ugly and not safe to use.
Last edited by mihaimd#2180 on Feb 20, 2013, 10:24:41 AM
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Soonerjohn wrote:
I don't think melee can be fixed in this game with how the passive tree works. It is a shame really. Hopefully there will be a poe 2 and they get it right.


Of course they can, via active skills (only usable via certain melee-weapons) as well as support skills.

Also, it's HOW the path moves to the specific melee-passives are as well, some melee-centric nodes might be too far (sacrificing too many other useful nodes) for a Ranged spec to use at optimal efficiency.
Alexis
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Last edited by Kwonryu#3444 on Feb 20, 2013, 11:10:22 AM
It's not a good idea to add even more skills (making the old skills useless); the problem is you need a way to improve the survivability of melee builds without making ranged builds overpowered or melee builds "tank&spank"-y. The only ways I can come up with right now are adding survivability buffs, interrupts/CC and maybe something like active reflection to (existing) melee skills.

The main thing to note is that most of the difficulty comes from ridiculously high melee and projectile damage as opposed to more complex mechanics. Ranged characters can avoid stuff much more easily which makes them OP. Thus, introducing some crazy mechanics would also be able to kind of help.
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Metalhead980 wrote:

Ranged will always be better in a game where they can easily be as tanky as melee characters.

So ranged should not be as tanky (duh)
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Startkabels wrote:
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Metalhead980 wrote:

Ranged will always be better in a game where they can easily be as tanky as melee characters.

So ranged should not be as tanky (duh)


That would require completely changing the skill/passive and armor system.
Not sure if it has been suggested but why not give all melee weapons higher defensive stats such as +life/armour/resists/life leech etc. with correspondingly higher high STR and DEX requirements. If life leech and life on hit only work on melee attacks or melee abilities this could work. Rangers wont be able to use this (without going into melee) and the DEX/STR requirements could be tweaked to ensure Witches have to make a large sacrifices to equip them.

AngronTheBloodPrince: 'i essentially play lag with brief breaks of poe'

the_Peacekeeper: 'i play path of Trading with brief breaks of, Disappointment.'
Last edited by Jsbeer#1680 on Feb 21, 2013, 6:10:00 PM
would help a lot if the % physical reduction from armor shown on character sheet was accurate. that's something they really need to fix imo.
i <3 minesweeper
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Runeword wrote:
would help a lot if the % physical reduction from armor shown on character sheet was accurate. that's something they really need to fix imo.
There's nothing wrong with it. It explicitly says "estimated". Read the mechanics thread if you wanna know more about how armour works.

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