Chris Wilson: "Many spells are too weak for players to want to use"
" OK sure, but then again they don't have the option with dual strike do they? Shock nova gives you a choice at least. " Offhand splash damage is kind of nice but it's just strictly "half the aoe damage" of every other POE skill's aoe without melee splash (which is already a 26% damage penalty in the aoe, which it shouldn't be) sooo yeah... 20% chance to do double damage with half your weapons is just "10% more damage to bosses" which is actually ok/good for a jewel slot, except that it doesn't really address the problem with this skill which is lack of aoe, range, or movement, it already has great single target when and if you can actually apply damage with this skill. So it (this jewel) was a step in the right direction with some aoe, but it's still just a melee skill that has less aoe damage for no shield compared to pretty much any other regular aoe skill in poe. " Yes, it's not the greatest spell out there, but it's still miles ahead of dual strike, and unlike dual strike it actually received a rework. Dual strike got a couple minor number shuffling changes and IMO has always been worse than shock nova. 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. Last edited by Legatus1982#1658 on Feb 20, 2019, 8:50:52 PM
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" yep you are doing exacly as i said you would do. all you do is accuse ppl of lying,twisting their words and putting them out of context to suit your agenda. just to show you 1 example where you twist the words of other ppl. "Yes, GGG could simply add new skills instead of fixing older ones and leave the older ones broken trash. This is a valid point." i never said GGG shouldnt rework old melee skills. what i said was "reworking the older meleeskills so they can compete with the stronger spells/attacks,could make them lose their identety" to make it a bit clear adding some kind of area dmg (bit better than melee splash) could make double strike look like lacerate or heavy strike like ground slam. adding some kind of dot to heavy strike would make it like puncture or viper strike. there is simply a limited amount of things you could add or change in those skills except raw number changes. raw number changes that would make these somtimes more clunky skills only worthwhile or good,if these are high enough. that would lead to rebalanced endgame bosses and that would make all other non close combat skills feel horrible against bosses its imply replacing 1 problem with another. GGG can add as many skillgems as they want to the game and they choose to add new gems instead of reworking old weak skill gems to a point ,where they would lose their identety this league we even had new melee gems and mechanics. i dont know how good theese are because i didint play with them,but these clearly show that GGG is thinking aboout melee and trying to improve it. not reworking the old gems doesnt mean that they arent trying to improve melee. |
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You really don't need the full dual strike damage as splash to clear, dual strike's potential damage can be very high too ( and you need 2 good weapons now, meaning that the offhand needs to be good too ).
Now, I don't know about the radius. Dual strike can be meh at clearing without needing to resort to melee splash ( ancestral call might be needed on top of the jewel still I guess ), but can just smash bosses, including end-game ones. Shock nova just won't, unless impulsa the clear will likely not be great, and the bossing will be .... clunky at best, and not as good as DS imho. And with all the power creep, even that 'meh' (comparatively to screen wide AOE clearing setups ) clearspeed isn't so bad, it ca still be quite fast. PS : I think that a "step in the right direction" would have been to have some splash built in the gem, a threshold jewel feels more like a band-aid to me, this one is not an option, it's a requirement. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Feb 20, 2019, 9:15:55 PM
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"Ironically they basically already eliminated the totem and trap meta by introducing Storm Brand. |
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" by crafting you mean these +100%IPD crafts etc? we have them in standard too but these are mostly inconsequential - you could get weapons like these before, just for more money. crafts that we DO NOT have are all the broken 'non-chaos as chaos' and 'ele as chaos' that double-tripple-quadruple dip due to primitive conversion mechanic + focus mods (that benefit all classes equally). chaos crafts - while in theory can also benefit melee - MOSTLY benefit the casters. why? because attack build needs weapon(s), while casters.. well. it is a nice option. as a caster you can easily fit these broken chaos mods into the build while it is difficult to find many use cases for melee ofc there are also 'IPD + impale' etc crafts but these are largely inconsequential and do not add much to melee table. while 400pdps claw looks nice it doesnt make up for all the downsides. again - test a T1 map with melee (you can pick the best one) vs caster. then both characters have all the damage they need. i already know the result of this comparison |
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" Nice of you to assume and make an ass of yourself. ;) No, the figures are actually for REAL characters that exist IN BETRAYAL RIGHT NOW. And again, that's also besides the point, because that'd equally apply to both attacks and spells, no? The fact is... A LOT of spells are seeing heavy use, with real players getting functionally over 1M DPS, while only a handful of melee attacks you can say the same for. But, you PROBABLY had already known that, so you hoped to deflect away from that point that kinda deflates your whole argument of "melee is definitely not worse off than spells!" But of course, you must OBVIOUSLY be an expert, since you've hidden 100% of your profile. My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
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You know he litterly said melee is in a weak spot at the moment, but as self cast was more talked about before and at the start of this league, and they only got so much they can focus on, that they went for self casting?
And that 3.7 will completely focus on melee and melee ascendancies, like berserker? No need to act like a spoiled brat 'mehmehe they didn't reworked what I wanted', and be happy they actually acknowledge the issues in the game and are actively trying to solve them. Honestly dont understand what your still doing here, as all you do is complain |
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I think the most frustrating fact is that the solution for so many melee is easy.
Like I posted in a post, Viper Strike would be super fun and played if it had splash damage + chance for poisoned enemy to explode dealing chaos damage Right now Viper strike for general mapping you need melee splash and ancestrall call. Which is a huge loss in dps. Glacial hammer is very strong imo. Especially now with eh new Hatred. But that stand still in boss's face and hit is what ruins melee. Meanwhile u have things like Storm Brand where u just cast in twice every 10 seconds and meanwhile you just dodge anything that`s dangerous |
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Chris is right, tho. Most spells in the game are actually trash. There's like 3 spells that I'd consider playing right now. I really hope some of the new skills are actually good (Divine Something and Soulrend looked meh
Obviously, GGG's mistake is putting reworking spells ahead of melee. It's gonna take swallowing some pride on GGG's behalf and undoing every nerf to melee they've done since Legacy league. AOE nerf, damage nerf, statstick nerf, nerfs to individual skills, on top of changing majority of melee skills mechanically. That's so much work, on top of admiting you fucked up. Far more likely is another "Glacial Hammer 6% more damage" meme. 177 Last edited by toyotatundra#0800 on Feb 21, 2019, 7:03:22 AM
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" I take it you havent played Storm Brand. 177
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