Why Melee will always suck
I really don't think this is simply a matter of damage reduction needs. While melee characters are in need of additional survivability they also cannot kill nearly as efficiently with similar or even more damage than a ranged character. For the most part a melee character simply cannot apply their damage as efficiently as ranged characters and I do not see this ever changing. It is relatively easy to reach the same DPS numbers on melee/ranged characters but to be doing more effective DPS the melee character needs to be doing MUCH MUCH more damage. Essentially this is illustrated by a ranged character holding shift and wiping screens of enemies with random skill/spell + gmp + chain/fork/whatever. The melee character has to move around and position himself to kill each individual mob/group as they simply cannot apply their damage as efficiently. Splash and multistike help this a little bit, but it will always be imbalanced imo.
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" .... talks about melee. Talks about the way of the warrior. Talks about live by the sword...die by the sword. Then shows a picture of a guy throwing rocks from the high ground, which is completely devastating and disorienting the melee combatants. nice. Hey...is this thing on? Last edited by LostForm#2813 on May 2, 2013, 2:25:02 PM
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Actually, I thought of another option. Just stick most of the life and defense nodes on the other side of melee bonus nodes. I just noticed that the duelist's starting life nodes are surrounded by melee nodes, discouraging me from grabbing them as a bow build.
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Buff life nodes passives a lot for melee characters
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Damage is just tuned too high in this game. Even if you build full tank and put every resource into defensive stats, you can still end up in a situation where the game kills you faster than you can possibly react. This happens pretty early, too; I have been literally instagibbed at the Broken Bridge bandit guy on normal with a character that had every life node within reach for the level, two coral rings and a leather belt, several armor passives, and generally good gear. A 100% tank, literally every possible aspect of the build was poured entirely into survivability, and I was instakilled. This only gets worse later on, and the only way to play is by getting so much life that you have time to log out when things get dangerous. I can't imagine this is what they really intended when they designed the game.
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" They will not let the Ranged Opponent prevail! They WILL close the distance and deal with this threat imminent! Alexis
*smiles* =@[.]@= boggled =~[.]^= naughty wink |
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" Oh yeah, make them even more required, that'll help. :derp: " While I find your example of the bandit guy on normal to not fit with my experience, this is definitely the core issue in late-game, at least as far as melee viability goes. I dislike how armor works, and it's probably one of (few!) formulas that I think is just bad, but it honestly wouldn't be THAT big a problem if enemies had a more reasonable damage growth. I expect that going after late-game enemy damage with a hatchet is going to be iteration 1 of the melee patches. Everyone melee has to stack life nodes? Because enemy damage is too high. Armor sucks? Because damage is too high. Close to all end-game builds are ranged? Because enemy damage
Spoiler
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All the Major Melee-Weapon DPS-nodes could have an added Defensive stat as well, helping the Melee that prefer going damage instead of pure defence/life.
![]() Alexis
*smiles* =@[.]@= boggled =~[.]^= naughty wink |
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Crude mockup for brainstorming only!. Like the person above, add dual nodes that give life/damage, remote branch so ranged don't capitalize on it.
![]() Please feel free to brainstorm some more! Let's fix melee. |
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" as much as I want to see improvements that don't make me change my perfect skill tree.. this looks like a very good idea. |
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