Why Melee will always suck
Monsters hit way too hard for anyone to survive properly. (capped resists). You can play a freezing pulse tank but you can never play a normal tank build doing infernal blow and cleave.
If GGG ever decides to make mob hit less damage or melee being able to actually tank hits, the game difficulty drops from 80 to 0. So if you are hoping that PURE/REAL melee builds will really get a chance to shine, it is almost impossible...better switch to a ranged char... Last bumped on May 12, 2016, 12:56:31 AM
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PoE is just a glorified numbers game because enemies use almost no interesting or unique skills. The apparent bandaid fix for this was to make everything do 50 billion damage. I HOPE that they intend to eventually fix monster AI and give them all much more varied movesets instead of just keeping up with the stupid high mob damage.
I feel i can NEVER let myself get hit by ANYTHING unless i want to die, even in pure HP builds. |
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" This is untrue. Stun is as powerful as freeze in terms of CC. Plus the new patch on loot indirectly buffs melee who is right on top of everytihng when it drops. High risk actually has a reward now. Making mobs do less damage doesn't solve the problem you are describing either. Ranged will take less damage also and still be surperior because they can forgo more defeneses and stack even more dps. This game is not intended to be facerolled and many mechanics are intentionally dangerous to force characters to avoid them. Last edited by Cruxation#7833 on Mar 19, 2013, 11:11:18 AM
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" I would like to see your gear and build. |
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Something has to be done about the massive imbalance of melee verses ranged though. When they try and make it hard for ranged character to survive, it further places melee at an ever larger disadvantage. This has been going on for quite awhile. I just hope that they do something to fix the massive disparity between the two.
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The only thing I can ever think of is to give holding melee weapons an inhernet % reduced or less damage taken. However there are loop whole in that mind set because dagger can roll spell damage and spell crit and be used for casters. I haven't come up with anything that makes sense because it would help ranged just as much as melee and would allow the game to be facerolled.
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Easy, make flicker strike monsters with arrow dodging :D
The melee vs range problem doesn't have anything to do with stats, it is just that being closer to mobs offers zero advantages. That can only be countered by giving mobs unique abilities that only work against ranged. Adding "aura like" debuffs that work on a small AoE around you would be a way to buff melee gameplay vs. nerfing ranged. |
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I think the game would benefit from adding defensive functionality to melee attack skill gems.
For example... Sweep giving the character a reduced chance of being stunned while performing it, and if they are hit while performing it then sweep has an increased chance to knockback enemies. |
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" rubbish....whats stopping ranged characters from going into near melee range when melees absolutely have to go into melee range |
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" Death. |
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