Why Melee will always suck

I dont know why this still hasn't been addressed by GGG.

All it takes is a simple 'Flat Damage reduction' node when you are a melee class. Code it in so it doesnt work with ranged ability's and were done!

Diablo 3 was poor at best... but damn, the monk/barb (melee) flat damage reduction % over ranged didn't take a genius to figure out
IGN: TitanVaolox
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Dakrath wrote:
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Ceykey wrote:
I'm building next imba Melee FP mara with kaoms and tyrns shiver gonna facetank till 100...


You mean...... ''I'm copying kripp's build''


You mean... "Copying Kripp, who copied null's build"
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MyH4o wrote:
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Dakrath wrote:
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Ceykey wrote:
I'm building next imba Melee FP mara with kaoms and tyrns shiver gonna facetank till 100...


You mean...... ''I'm copying kripp's build''


You mean... "Copying Kripp, who copied null's build"


Yes then ^^

But this guy will have got it from Kripp im sure haha
IGN: TitanVaolox
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Herpy_Derpleson wrote:
You are not thinking outside the box.
You are so firmly stuck in the middle of the box, that you can't see the sides and think you're outside of it.


You are wrong, my box has a pink color with stuff-toy, soft plush feel to it, and the right side smells kind of funny, might be that bad troll smell, hard to wash off.
I belive that str stat should give % damage reduction and dexterity should give you % evasion that does not transfer to iron reflexes int can give you some % mdef for all I care. If you had like 20% damage reduction with 300 str and 20% more evasion with 300 dex this game would be better for melee. Also armor should be buffed a bit. Endurance charges should start blinking 3 seconds before they are about to end. This would give like 5% more damage reduction to int casters, which are fine now, a lot more surv to evasion builds an no surv to iron reflexes builds making them on par and a lot more surv to str builds that most melee use and str/dex that other melee use. Bam, problem solved skill tree and build variation untouched.
Last edited by lososthefish#3348 on May 6, 2013, 8:19:13 AM
Should add stances

For melee it would be some type of defensive stance, once this mode is toggled on, it remains until shut off, a permanent buff.

Reduces physical damage by a % while taking a % penalty in all offensive damage, including elemental damage.

Under this "defensive stance" you would become very very hard to kill but your offensive power will take a hit. Endurance charges would not work while in this "mode" so to speak. This allows the player to call up extra damage reduction when needed. This could even go as far as giving some extra resist and life regen, once the defensive stance is turned off, you lose your defensive bonuses, your damage is restored to normal and there is a 1 minute cooldown to reactivate.

Not a perfect suggestion by any means.
Last edited by Splib#5519 on May 6, 2013, 1:34:39 PM
You are all suggesting very complex changes, that will flip the game upside down. My suggestion would not require a lot of work, would be logical - usually in rpg you get armor/damage reduction from str and evasion from dex. It would also make Iron Reflexes not mandatory for dex builds. This simple change would fix melee. Since most ranged builds don't use much str the buff for them would be minor, but major for close combat players that use str making many new str builds very viable. It would not create any stupid must have nodes that are not welcome and will never be accepted by GGG. No hidden mechanics, pure simplicity.
The problem with some of these suggestions is that Ranged players will simply have access to them. Beefing up STR? Damage reduction for Melee? Here's news for you, Melee characters are better rangers than Rangers are and most Ranger builds get a significant amount of STR to begin with.

The fear is that any buff given to melee could potentially benefit a ranger build, making it even more pointless to play melee.
GGG listens to its fans!!! Thank you!
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Catchafire2000 wrote:

The fear is that any buff given to melee could potentially benefit a ranger build, making it even more pointless to play melee.



Damn man.
Now you hit the nail in the head: how buff melee characters and skills without turning ranged OP and not geting a new wave of Lightning Strike/Leap Slam OP builds of pseudo-melee.
Even Melee Splash deserve a serious check imo.
Dominanting Blow+Melee Splash is like a I-WIN button. Sorry if I'm wrong about it but 10+ dominated mobs fighting with/for you does not prove "melee is fine". Looks like a band-aid for me and I fell the same about Lightning Strike.
I started to reply here, but I'm going to start a thread with my idea to fix melee, because I think I'm going to elaborate upon it more than I want to add to another thread.

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