Chris Wilson: "Many spells are too weak for players to want to use"

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Fruz wrote:
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Legatus1982 wrote:
You can use a shield with shock nova which makes it objectively better in hc

There is no such thing, it's all a matter of balancing a build/character, and shield is not always better than DW in HC.
DW provide a significantly high dps boost, when Raiz and Quinn are racing to uber elder ( no idea if either will make it ) with melee skills ( happening at the moment ), they are both going to DW setups.

OK sure, but then again they don't have the option with dual strike do they? Shock nova gives you a choice at least.

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Fruz wrote:

So ... on top of not having read the previous message, you really speak of things you don't know well.

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.

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Fruz wrote:

Shock Nova has always been clunky to use, I haven't been playing my Mjölner Juggernaut using it ( because it helps a bit clearing, because there is also Arc ) recently, I had some fun with it, but it's very far from bein a "good" spell.

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
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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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Legatus1982 wrote:
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ciel289 wrote:

you have reapted over and over again in other threads,that melee isnt viable. as you were proven wrong because molten strike,tectonic slam etc are doing more than fine. after that you went to true melee which i described as "close combat".


Ahaha sure dude. This is factually 100% either a lie or incorrect. There are posts going back many years to me having the exact same definition of melee, it isn't something that magically changed to support a position; it's the same as it's always been. And it's more "definitively" correct than GGG's gem tag, by the way, where "melee" can be projectiles that travel like any regular bow build or aoe that covers the entire screen like any aoe spell and often times scales the same way as bow or spell builds.

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ciel289 wrote:

maybe you should read the whole post i even explained the problem.
but ofc you already have proven over and over that you love to missunderstand/choose to missunderstand or put them out of context completely.

You mean like accusing somebody of changing their position when it factually has never changed? FACTS DONT MATTER JUST SAY WHATEVER THE FUCK YOU WANT I GUESS LOL

Which brings me to the point, why are you saying there are no spells in POE? I mean I can go right to the wiki and list a bunch of spells they're clearly there. IDK why you keep saying POE doesn't have any spells. Clearly you have a history of choosing to misunderstand and take everything out of context.

Rofl

The actual fuck are you even talking about here, why don't you try harder to be an obvious Fruz/rob poster boy and just say a bunch of incorrect shit

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ciel289 wrote:

yes turning VS into something like ED would be an option,but that would just be one skill and we were talking about "close combat" melee in general.

i already adressed the problems i see in buffing those skills without changing them into something that isnt in "close combat" anymore.

i dont mind those skills not beeing "close combat" anymore,but imo they would lose their identity or make them kinda similar to other existing melee skills.
instead of making those skills lose their identity,they could just add new skills instead and that is actually what GGG has been doing.
the results were earthquake,tectonic slam,molten strike,bladefurry and maybe frostblades. (hope i didint forget a skill that isnt useable as ranged attack as well)

just to clarify once more:
i want melee improvements,but i´m not sad at all that they are doing changes to selfcast and weaker/not used spells first.
those changes are very needed as well.


OK, glad we actually got to the relevant, non-ignorant part of the conversation.

Yes, GGG could simply add new skills instead of fixing older ones and leave the older ones broken trash. This is a valid point.

It's also a valid point that they could just give these skills melee splash inherently, since any build ACTUALLY USING these skills will need melee splash anyways. I don't see any reason to avoid doing AT LEAST that much, if your argument is development time.


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.
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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AkuTenshiiZero wrote:
Nearly every spell in the game can be objectively improved by attaching it to a totem or trap, and then replacing it with Arc.

This needed to happen. The meta right now is asinine.
Ironically they basically already eliminated the totem and trap meta by introducing Storm Brand.
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ciel289 wrote:
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sidtherat wrote:
Spoiler
problem with selfcast isnt selfcast. it is all the stuff added around it: EXTREME buffs to traps/mines, multi-totems, trigger machineguns (poets pen, cocs, mjoln etc)

selfcast is - in your own words - doing more than fine atm.

but it sucks in comparison to proxy casters. but i tell you one thing - melee sucks in comparison to self cast A LOT more than selfcast to proxy-casters

even these 'good' like MS, tectonic or BFlurry - these are mostly jacks of one trade. clear speed with MS is garbage, tectonic isnt great for single target and is pigeonholed into few gearing choices, bflurry is great boss molester but clearing with it is rather sad. Frost Blades on the other hand has a nice clear (still worse than bows/wands but still) but the single target is legendary bad etc etc (and any skill/setup that requires such a mundane thing as a gem swap sucks by design)



if i ever had to play POE for living - like a streamer or whatnot - there is 0 reason to ever play melee. slow, visually dull, ineffective currency wise, requires actual attention while playing - thus exhausting in the long run, lots of skippable content when leveling because melee.. gets you killed with no defences etc etc.
the ceiling is very low, even with extreme gear and most OP cookie cutter setup melee player is at a disadvantage compared to spells on just a moderate budget.

take a tier1 map, sextant it for lots of mobs and do a simple test - who will clear it faster?

how much does it cost to make a melee build comparable to this:
or
these items are few ex a pop and all you need is generic tree with some 30-100c jewelry to make it fly . thats it

sadly i doubt i can afford something comparable without breaking my bank
Spoiler


so now we are at "melee is fine but only if you invest 1000x more than in a spell build"
i´m not denying that you need more optimised gear for melee,but that was never the point.

yes you need good gear for clearspeed and/or bossing on melee,but you dont need perfect gear like you are claiming.
good gear for melee is a lot more accessible.

ofc since you seem to play standart those changes havent reached you yet (you cant craft veiled stuff in standart right?),but you choose to play in standart and you know new stuff is delayed there.

there is nothing wrong with playing standart,but those crafting changes had a huge impact for a lot of builds. the next leauge might have another big impact on that ,even when the items with good unchangeable mods will be very rare,but ppl will find ways to farm these.


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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ciel289 wrote:
so we got to the path of building for 1mill dps level?
you can create viperstrike builds with over 1mil dps and i´m pretty sure you can do the same for heavy strike,double strike.
it doesnt say that much about skills. ofc pob is a very good indicator for builds.

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
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
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
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.
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Last edited by toyotatundra#0800 on Feb 21, 2019, 7:03:22 AM
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AkuTenshiiZero wrote:
Nearly every spell in the game can be objectively improved by attaching it to a totem or trap, and then replacing it with Arc.


I take it you havent played Storm Brand.
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