3.7 Melee Suggestion - A Better Fortify

So, either as it's own gem, or replacing Fortify much like Infused Channeling replaced Storm Barrier, I'd like to see a gem that actually gave decent survivability to melee characters, while also not feeling like a wasted gem slot.

Mechanic
The idea behind the gems buff would work as a stacking defense buff, rather than a toggle like Fortify, but I envision the buff working similarly to Point Blank. Rather than having the only requirement be a melee skill, have the buff actually be substantially more beneficial to those who are closer to the targets.

Defensive Buff
Another thing 3.6 brought was variable buffs/debuffs like infused channeling providing defense based on gem type, or wave of conviction granting a debuff based on whether lightning or fire was higher damage. I think similarly to this, the buff should add both reduced Physical taken, and if possible, reduced damage taken of whatever element you were most recently struck by. I'm not sure how the buff would scale with range, or where the cut off should be, but the reason for the 'stacking' part of this is so that it isn't just another thing characters can throw onto whirling blades to receive full benefit, even if they're ranged.

Offensive Buff

There's also the part of the buff that makes this not a waste gem slot. Aside from a flat damage increase all the time, I think a unique mechanic that could be very beneficial is the damage buff coinciding with the defensive one; whatever element we're taking reduced damage from, we gain that much more damage of as well.

Alternative to stacking buff
Rather than use a stacking buff to counter people using it on any character, there's also the idea of it working similar to things like Phase Run; have the buff remove itself when either a non-melee/non-buff(would be dumb to lose it from things like molten shell or warcries) skill is used.

Now, before people start complaining about the idea to replace Fortify, or how difficult it would be to use on a non-melee character,this gem would be fine as a new addition and not replacement, but
the entire point is that this WAS the original purpose of Fortify. Melee users were meant to have an incentive to help them be as viable as ranged, and instead ranged users just found a way to make it theirs too, thus incentivizing the power creep to counter them, and screwing over melee further, completely trashing the entire purpose of fortify.

If you're still not totally aware of why this is needed, keep in mind that it doesn't matter that melee 'can' be viable, the point is that it's so much more convoluted, clunky, and almost always, more expensive than ranged alternatives.
IGN: Hotdogs
Last bumped on Apr 19, 2019, 6:59:58 PM
This thread has been automatically archived. Replies are disabled.
One of the massive downsides of fortify is that most charactes run it on a movement skill and sometimes you get one shot by a barrage of projectiles before you even reach melee range to get the buff. Another problem is that it does not protect from damage over time whatsoever and most bosses sually involve ground is lava mechanics.

1) Double the duration if using a 2 hand melee wep.

2) Make it protect against DoTs and maybe some crit damage reduction.

3) Make the damage a multiplier so it's usable in a 6 link for QoL.
"In this game you're just a cow being milked, not a human being entertained" - Kiss_Me_Quick

Report Forum Post

Report Account:

Report Type

Additional Info