Is there any way for 'true' melee skills to match ranged/area skills in high end content?

Can only talk about my characters, but if the spell casters and screen clearer would lose their kill far away working function, they would also have to face tank and while my melees could stand and take some damage, my caster troops will very fast get shot out of their pants.
Maybe they could reduce the distance from aoe killers a little or why not give the melee aoe skills not the same working clear speed. And yes I can imagine a melee fighter who uses earthquake and it could kill also two screens wide. Melee does not mean it always is 1 on 1. Such melee would really sux.
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Gannicus2491 wrote:
Can only talk about my characters, but if the spell casters and screen clearer would lose their kill far away working function, they would also have to face tank and while my melees could stand and take some damage, my caster troops will very fast get shot out of their pants.
Maybe they could reduce the distance from aoe killers a little or why not give the melee aoe skills not the same working clear speed. And yes I can imagine a melee fighter who uses earthquake and it could kill also two screens wide. Melee does not mean it always is 1 on 1. Such melee would really sux.


Playing ranger/spell caster should be about clever thinking, keeping distance from enemies, dodging their attacks, using crowd control mechanics and not just one clicking and whole screen dead.

Btw many current dungeon styled maps, boss arenas or delve has limited space to dodge or react. How do you deal with them?

Game and level design is also part of the problem. You are force to kill things before they can even react.
Last edited by Rakiii#5559 on Jul 22, 2019, 8:43:53 AM
You are right, the game is also about dodging or clever playing to avoid kills. But as you said, as long there are enemies that could kill you from far far away before you see them, it is nice to have a skill that could do same to them. The problem of one shot monsters is still not fixed.
So before nerfing the aoe, we need to get this right first.
Yes, when they revert the multistrike nerf and increase the base damage of these skills by a large margin.

Until then? Probably not.

If you want to be killing one enemy at a time and also keep up with the other builds then you better be doing it at literal hyperspeed
Souls along a conduit of blood, from one vessel to the next.
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Gannicus2491 wrote:
You are right, the game is also about dodging or clever playing to avoid kills. But as you said, as long there are enemies that could kill you from far far away before you see them, it is nice to have a skill that could do same to them. The problem of one shot monsters is still not fixed.
So before nerfing the aoe, we need to get this right first.


Enemies are able to off screen you too which is part of the problem and damage output is also out of control on both sides. It would require to rebalance whole game though.
Some clever balance between AOE/Range potential of skill and his damage output seems more realistic but giving all skills large AOE potential is not the way to go imo.
Last edited by Rakiii#5559 on Jul 22, 2019, 9:09:35 AM
The problem here is the word "match". You've developed a metric to evaluate the performance of skills, even if you're unaware of it. That metric is biased against melee... and thus melee always seems to lose.

That's based on this game being pretty one dimensional. Kill stuff to get loot to make killing stuff easier. There's not much more to it.

So melee will suck... and will continue to suck... so long as other skills do that job better.

This isn't a role playing game. We don't have a variety of roles to play. There's one role. Kill stuff. You don't need healers. You don't need support. You don't need crowd control. You don't need a variety of different types of damage. You push a button, graphics happen, and stuff dies. That doesn't make it a bad game, but the reason that this is a problem is that the players want a variety of roles and they want melee to be one of them. You'll have to play a different game for that.

That doesn't mean they should remove melee. It's fine for what it is. You aren't going to be as efficient playing it, but it's fun to play. By that metric melee is fine. It's fun. Do it. Just don't think you can make it into as powerful as you can other character types.
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Perhaps give the melee skills that also do AoE damage like some spells the same screen clearing kill effect.


Well, um yea... that's kinda the case with the "melee" skills that work now. Which makes them not really melee. You can't fix melee with paradox.

The game and the clear speed meta evolved to this.

I mean, you get cyclone which can cover the screen, but it will be destroyed next league. So obviously giving AoE to melee skills ain't happening.

Oh...were you here when they >GUTTED< AoE? Damn...i think it was post Prophecy league? I cried...

The game is a mess.

Ranged clear speed can be nerfed to not be able to go further than 1 screen. Mobs should not attack you outside of the screen.

Many will cry, like literally. But either this or people will live with the illusion that "True" melee can ever be a thing.

Even if they boost armor to hell and you become an unstoppable machine, it will make melee THE boss killer. I mean, im not against this really... though chances are they will be slow but nearly unkillable, which brings problems on it's own.

There aren't easy answers. Maybe in PoE 2...but even then, GGG already made it's choice for community. There is no going back.
Last edited by Kasapnica#2414 on Jul 22, 2019, 9:34:02 AM
You keep mentioning "screen" like we all play with the same aspect ratio and screen size. We don't. There are people out there that play on a really wide screen that shows far more of the field than "normal", giving them an advantage. Limiting range would just make that advantage even greater.
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Shagsbeard wrote:
You keep mentioning "screen" like we all play with the same aspect ratio and screen size. We don't. There are people out there that play on a really wide screen that shows far more of the field than "normal", giving them an advantage. Limiting range would just make that advantage even greater.


Or it could detect the screen resolution and activate whole area for them, so that they don't have that advantage. Like base max range on screen aspect ratio and mob visibility.
MY CHALLENGES ARE DONE ON HC, IT'S NOT SC GUYS!
Last edited by Filousov#5457 on Jul 22, 2019, 9:46:21 AM
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Filousov wrote:
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Shagsbeard wrote:
You keep mentioning "screen" like we all play with the same aspect ratio and screen size. We don't. There are people out there that play on a really wide screen that shows far more of the field than "normal", giving them an advantage. Limiting range would just make that advantage even greater.


Or it could detect the screen resolution and activate whole area for them, so that they don't have that advantage. Like base max range on screen aspect ratio and mob visibility.


This just makes me think of a ridiculous scenario where people play in a super squished window resolution so they can aggro mobs all the way across the map in a horizontal line.

As much as it makes me laugh, this would be a terrible idea lol.
Souls along a conduit of blood, from one vessel to the next.

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