Dev Response on Melee Balance....
" Pretty much this. There's no way to give you one value for this, as the % reduced is dependant on the value of the damage you take. The harder the hit, the less your armor is worth. |
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I really don't know what to think of this. There are places in merciless solaris temple where the mob packs are so large it brings my i7-3770k to its knees. I can barely see my own character amidst the spray of spells and shit. They knew melee had problems, so why design act 3 like this? Why make the problem worse?
There is only one way I can see this could be fixed: redesign life leech / life on hit so that it works with melee only, and make it instant a la vaal pact. Then, for dex melee, add a skill which is essentially a very short duration stealth which allows one to safely approach a pack of mobs to begin leeching immediately upon engagement (instead of getting murdered whilst running towards them). For strength melee, add a charge skill similar to rhoas. [quote="Path of Exile forums"]Draft out of sync.[/quote]
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i use both Flicker Strike and Whirling Blades and they not useless atall.Those skills are not made to deal dmg,Flicker Strike is to get close to enemy fast and Whirling Blades is to escape easy,or waste time till energy shield comes back.They are not dmg deal skill and they dont need rebalance atall
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If they added one strong melee keystone, the problem could be solved.
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