Melee rework needed badly.

Hell yes, that should be a support gem. You do more damage when there are fewer mobs around, that's good fit for melee and makes sense.
But melee is strong already, I keep seeing so many destroying everything with melee builds
I like sarcasm, want to be friends?
@GGG PLEASE READ THIS

Have posted before, will post again.

Melee needs an auto-engage feature. Where when you click, or hold down your attack key/button, and you automatically engage either the nearest, or, a random, or the strongest monster within range. It would be nice to set this feature in the settings to these 3 options.

A slide step auto-engage. Which turns melee into a smooth dance, rather than a misclick nightmare.
"
suszterpatt wrote:
Welcome to the magical land of GGG doesn't care.


Sadly this is the reality
my evasion is so high i only insta rip sometimes
-----
Bug Fixes:
People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it.
"
suszterpatt wrote:
Welcome to the magical land of GGG doesn't care.



Oh come on they care see how it went down: (I posted this before on another forum because silly)
AND NOW MORE SILLY!!!

You are expecting too much from GGG. Look how they "tried" to "fix" melee: (this is a dramatization)

GGG: we got a crazy idea
Melee players: Go on...
GGG: ok we know ranged anything is just straight up one shotting multiple mobs of monsters from off screen with next to no actual threat whatsoever so to balance this issue right now we came up with the following solution. Ranged melee attacks. That will solve the problem for sure and now you Melee Players can fight like the ranged players. what do you think?
MP: uh...that doesn't really solve...
GGG: wait wait wait...what about melee totems? huh? you melee people like that? totem players like totems so we will give you totems. they scale with physical damage so that is a good fix.
MP: nah...that doesn't even
GGG: wait wait wait...how about an melee AOE attack, it is a bit slow but it is perfect for you melee types just like the other things we mentioned.
MP: look new skills are not working for us we got like one good thing out of it and you have kind of missed the point of melee.
GGG: wait wait wait...what about we add more mechanics that trip up rangers? like pulseblood or elemental bearers
MP: um...that still only effects...
GGG: wait wait wait...how about we make only 1 movement skill viable?
MP: ok that is not even helpful at all
GGG: who cares? you have fortify. wait wait wait...i see you do not want others to have fortify. we hear you so we are going to weaken Whirling Blades that will...
MP: *walks out*
GGG: wait do not leave you have not heard about our plan to uh...uh...improve melee totems!!! you Melee Players like totems right? right?...oh come on at least stay for tea and biscuits we baked them ourselves...and they are gone.


What could be done. (still a dramatization) (NOW WITH ENHANCED SILLY) (1 day later after MP returns.)

Melee Players: ok how about we just get monsters with more life and damage reductions/mitigation to certain types of damage.
GGG: not sure we can do that...
MP: wait wait wait...how about flat damage increase per level on melee gems maybe 5x to start then increase or decrease as needed post testing?
GGG: not sure that will...
MP: wait wait wait...how about viable support gems other then Melee Physical Damage, Weapon Elemental Damage, Added Fire Damage, or Faster Attacks.
GGG: but those...
MP: wait wait wait...how about making it so that right side of the tree melee builds is actually a thing? while you guys are at it how about making evasion viable, it is still the most laughable damage mitigation type ever.
GGG: there is nothing wrong with evasion...
MP: wait wait wait...how about you stop punishing melee for being melee?
GGG: we do not have mechanics that...
MP:
- Monsters with strong melee skills but weak/no ranged skills
- Ranged monsters with slow, powerful projectiles
- Volatile Blood/Molten Shell
- Bearers
- Shroud Walkers
- Fracturing monsters
- Bond of Chaos/Searing Bond/Pulseblood
- Ground effects
- Area denial skills (traps/mines, Firestorm, Daresso's swords, etc)
- Monsters that run away from melee range (especially ones with high ES/life regen)
- The fact that large, tight packs of monsters always make an effort to scatter
- Crappy targeting on melee skills
- Lower AoE on melee skills
- Sentinels in uber trials/lab
GGG: that effects ranged too.
MP: wait wait wait...no it really doesn't
GGG: *walks out*
MP: wait you have not heard of our idea about bosses that have AI where they actually fight like Daresso and Atziri instead of spamming random silliness. at least stay for tea and biscuits we baked them ourselves...oh come on...and they are gone.


ok i am done being silly.
Still failing to solve "The Riddle of Melee" 4.0 HYPE!!!
SILLY BITCH...THE EAGLES ARE COMING!!!
THE EAGLES!!! (bleeds out from a wound to the gut)
the eagles...are...coming...(coughs)...the eagles...
"
sidtherat wrote:
melee is an afterthought. subpar choice. a fools build.

entire game is developed and tested with ranged crit fotm bs characters. melee.. looks cool but it is so gimped that it REQUIRES certain patches (like outlandish dps, instant leech to cover reflect and sick EHP) to even be relevant

compare ultimate melee drop and ultimate bow drop. first one is a lacklustre 2h mace that has nothing that makes it good and the other oprn several options on a most flexible item type (crit phys bow).

would likw to see a melee non-EQ build do this hydra guy with mods.


it is ofc playable and going full dps solves some issues but it makes melee building one dimensional and limits players to 2 skills. and even then it is laughable compared with mid range fotm ranged build.

after seeing these ultimate uniques ive lost all hope and have no future plans regarding playing melee. it is just pointless. it is safer to play 3.5k hp srs witch than 5k 10k ar/50% ev/ 40% block melee.. so why bother?



The only true melee build that's playable is Voll's Devotion Mjoll Juggernaut, which I don't expect to survive the nerf bat. And that's really just because Mjoll Jugg is literally fucking unkillable except in extreme cases which would pretty much kill any other character.


By playable, I mean it's power level is in line with other builds in the game. Sure it's not quite as fast as a ranged character, but it's got solid clear speed with shield charge and discharge explosions, while also maintaining excellent single target damage and insane defense. Trademark of most good ARPG melee builds. GGG's obsession with making defensive awful though is really hurting them.
Last edited by allbusiness on Aug 29, 2016, 1:48:45 AM
"
Laminar_Flow1 wrote:
@GGG PLEASE READ THIS

Have posted before, will post again.

Melee needs an auto-engage feature. Where when you click, or hold down your attack key/button, and you automatically engage either the nearest, or, a random, or the strongest monster within range. It would be nice to set this feature in the settings to these 3 options.

A slide step auto-engage. Which turns melee into a smooth dance, rather than a misclick nightmare.


That's a pretty good idea, honestly!

Edit: That would have an awesome looking if they implement new animations to those slides switching from a target to another. That mobility could be so satisfying.
Lab is love, lab is life.
Last edited by Expugnaturum on Aug 29, 2016, 9:57:53 PM
Melee targeting is obnoxious and needs a major overhaul. Non targeting skills like EQ are fine but still there's not as many support gems for melee compared to the overload of 'more' multiplier gems available to ranged/caster.
The 'targeting' style melee gems need to scale up better on their own as they level. This would allow for more survival based choices via the skill tree.

An unlinked HS skill should be doing the same amount of single target damage as a 4 linked sweep or EQ. This would also make it possible to explore melee supports other than the added fire/added melee etc...

That's where they should start and go from there.

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