Is there any way for 'true' melee skills to match ranged/area skills in high end content?
" I mean i could go down to specifics, so i chose "screen". I always measure projectile based builds as "screens per second" instead of DPS. Let's call it limitation or heavy nerf instead. |
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What is interesting is that Diablo 3 seems to have nailed melee. A Berzerker Hammer of the Ancients build clears maps quite fast, and it feels like a melee build. Now if only the rest of the game wasn't so simple and loot being so blah.
It is funny how power creep has gotten into it though with characters doing 2 trillion damage a second. That isn't an exageration, and boss still might take over a minute to take down. |
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All true melee gems should have mov speed bonuses, and I dont quite understand why GGG hasnt done this yet.
Its not rocket science that ranged got the advantage of not having to move to the target to hurt it. Oblivious
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" This is so off. D3 melee is crazy horrible, it pretty much all feels the same, you don't actually play any different with different melee skills. There's hit, channeling, and AOE, and you'll be doing the exact same thing if you pick any separate one in the same type. The only thing that changes is movement skills by class. Need a new signature, cuz name change. I dunno though. I guess this seems fine. Yeah, this is good.
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Best way to start is by yeeting that No true Scotsman fallacy first.
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" If that means that splash effects would be an acceptable way to improve strike skills that currently have no area component, that makes things a lot easier. For example Herald of Ash/Ice's on-death procs could have much larger areas when caused by a strike hit. So a single strike hit that is powerful enough and placed properly could clear a whole pack. That still leaves the survivability issues with needing to get into strike range but I'm sure there are reasonable solutions for those, like nodes which pair defenses and strike damage. Last edited by PoofySleeves#3622 on Jul 25, 2019, 1:50:16 AM
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I'm one of the few who doesn't mind slow clear speed and low cowerage. My gripe is the survivability of such builds.
The game is packed with abilities designed to kill you in melee range, there are many and they often overlap when big packs are involved. Most of boss fights are also more dangerous with a melee build. By definition, anything melee should be considerably sturdier than a ranged build, but that isn't the case in this game. |
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"Your avatar is a melee class that literally out-tanks >90% of builds in the game... |
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It's sad how they put true melee in the dark place.
Maybe make those skills like OP for bossing like OG barrage. Second-class poe gamer Last edited by pr13st#1040 on Jul 25, 2019, 2:57:07 AM
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I guess it'll take quite a lot of time which can't afford to make such balance/rework.
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