Press F for melee.
" L2P Arc you mean? What do you care about melee when you just follow whatever is the meta. Very creative, very cool. F*** us for wanting diversity right, jeez |
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" There's plenty diversity. You just want to be tanky and fast. Sometimes you can't have everything. If you'd come out with something like this instead of the typical, meme "press F" garbage, maybe you'd get more empathy. |
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" Please give me some of your weed! "Wanna enjoy melee ? Play it." WTF? Ok, there are even people that enjoy kicks in the groins but for most people playing melee these days is as enjoyable as sticking needles under your finger nails. It's slow, it's clunky and the targeting......... no I refuse to talk about the targeting. German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team." top2000: "let me bend your rear for a moment exile" |
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The real question is...does GGG intend to ever step away from the perma immortal call meta?
If no. then the next question is... if you stacked 2 gain endurance charge per second when hit recently precursor's emblem (or just 1 with jug passive), will they stack and give 2 per second? If so this would allow for anyone with 4 end charge becoming able to have perma immortal call solo (I would test in std but the ring lowest price atm is 50ex and there are only 10 for sale none of which held by guys active on std -.-) granted that they are actually able to get x2 precursors with this mod which is a challenge in itself..... Now if the answer to the first question was yes. Will GGG be trying to implement more ways to mitigate per hit damage outsides of block/dodge/having a curse support with you 24/7 (for those people that solo). i.e. do something with the passives behind blood magic in a like sense that they did with totem n brand nodes. They can have one branch focus on bm auras if they like or whatever else, and another maybe something like -5 damage taken from hits per level (this effect atm happens before % damage taken mitigations), effects like these could also be end charge based but that might not be so good, or they have have another branch with things life flask focused like life recovery from flasks do not stop when your life is full. these are the kind of things melee needs to be able to melee...you gotta remember that on paper 1 mob hitting 1k after mitigation sounds fine, but then in a real scenario you got a pack of 10 or 20 of these said mobs that can all attack at the same time...then there are those random bonespire popups, chaining sparks/frostblades/etc, sunder splashes, etc...you see, the guy that stands next to my totems, he will be Screwed without some kind of recovery trigger by block effect with high block assuming here we are in a scenario where the monster is able to dps...even with dodge you can get unlucky. Having more readily available/consistent flat mitigation makes content actually challenging: punishing players for misstepping/clicking instead of making the whole fight a straight up gear/dps check like with elder/other bosses. |






























