Is there a reason all the good melee skills ignore claws?
also to add to list, most claws require a lot of intelligence stat to use and there is virtually no use for it (or nodes) in the melee (duelist/maurader etc) areas.
Last edited by kalbright#0902 on Jan 9, 2020, 12:35:40 PM
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" thing with all this is, by these measures axes are the best, but axes are generally non crit and according to the forums "non crit is a completely trash tier noob trap way of building, any build that isnt crit is complete garbage and no one would ever play it, strength melee fucking sucks, int/dex hybrid melee is the only way to play melee because it does 10x more damage than strength melee" also according to the forums about a year or 2 ago "claws are the only good melee weapon in the game, daggers are complete shit compared to claws now, why are daggers now absolutely garbage can we make daggers worth playing again?" general vibe on the forum that lasted a long time "daggers and claws ftw, crit ftw, frostblades is mental, swords and axes are shit, can we have stuff for swords and axes?" theyve been adding stuff that doesnt work with daggers and claws, i think on purpose, and theyve buffed sword nodes a few times and fiddled with where they are etc, a good while back they upped the crit chance on thrusting swords, and now swords are op as fk basically. it was daggers for the longest time, u played daggers or you were a dork, that went on for years. then it was claws and everyone played claws only idiots played anything else, and now its swords. every time they give people what they want they all go play it and then complain theyre not now playing the other thing and the cycle of buff, migrate, criticise continues. the meta hamsterwheel never stops revolving. when the unique claws were designed bleed wasnt solely attached to a skill, we had puncture that had an inbuilt interaction, it still isnt really you can stack bleed with anything right? some skills have interactions with bleed but they are not the only skills that can be used for bleeding. why do these newer bleed interacting skills work with dex/strength hybrid weapons? because the duelist gladiator has bleed themed nodes so they made some new skills within the duelists core stat alignment in order to synergise with this ascendancy at a time when 'everyone' was just playing claws and asking them for a change. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" isnt the marauder historically one of the worst melee class in poe tho? if you go through the game since open beta and look at what was really good in melee at all points then marauder has had moments but overall hes certainly in the bottom 3 when you sum up all the metas and game states weve been through. crit is int aligned, crit melee has probably been the best overall melee achitype for the vast majority of time since the ranger rework in open beta. There was a moment when you could shortspam cyclone where that skill was actually savage as fk and marauder melee was awesome for a good 5 minutes and then they nerfed it and he went back to being a fat pudding that does the least damage and takes the most damage. the mechanics of pure strength out of all the 6 alignments has probably spent the least amount of time being one of the best ways to play melee and the largest amount of time being one of the worst. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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" The problem is that time is providing compounding effects. For example, It's entirely reasonable that skills released "in their patch of release" perform better for the content they were provided in. With the obvious lack of foresight(not a slight on GGG, nobody has the foresight for future development three years down the road) this provides beneficial mechanical atributes. Combine this with weapon restrictions linked to skills and then a similar route of development on the weapon bases side as described by Snorkle and what could be a reasonable discrepancy in choice compounds to a glaring "your a fool if you do and a fool if you dont" paradigm. Thrusting swords for example had minor crit routes to take in their early implementation which justified the crit multiplier as an inherent stat.(resulting in medium/wet noodle regular strikes and a thrust/massive blow in between accurately representing their character) But with the way the game has progressed i reckon a reduction on the multiplier value would be entirely justified at this point, probably alongside a base crit reduction of 0,5% so it retains/regains its character. I think claws have actually held up farely well with the introductions of multy variant bases.(life leech/lgoh and speed/slow bases) If we ignore the base-line skills being introduced and naturally outperforming anything that was before those. You could probably write an essay on this stuff though at this point. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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" Sure, I stated clearly I was looking at sheer numbers in those charts, one of claws' good perk is their relatively high base crit chance, thus the low AVG/DPS should be compensated for the occasional (or, in crit builds, always) surge of damage from a critical. " I guess that vibe is what made them do Maraketh 2H axes with CritChance, Maraketh 2H Swords with CritMulti and Maraketh 1H Axes with +physDamage, not to mention the whole Thrusting sword critMulti before they nerfed them and claw's Implicit. After what happened with Vagan's JewFoils or the overall "I like rapiers in my mage because critMulti", I guess they wanted to somewhat even Dagger&Claws VS Axes&Swords " I... guess only Crimson Dance applies here. Also, it should allow a new philosophy in how bleeding works: it's no more only a "Hit once, then die from struggle", it can be a "extra DPS for the big ones, and enough to finish the Rare mob I couldn't roadkill while cycloning" " True that, lower tree gets less about poison and more about bleeding. Both Ranger and Duelists are aligned with bleeding, only Ranger does it only from a distance. " That could be fixed from a Shaper's Touch, or somewhat recycled for MoM (int = extra mana) or to make Precision more bearable. Or, well, ES of course. Then again, I don't really feel duelist/marauder as the only areas for melee. I feel Ranger and Shadow too can fall in this - of course Shadow is borderline as Templar, though while Shadow basically suggests "for melee go lower", Templar is more "buff general damage, do what you want with it". Only Witch gets no melee feeling (I am NOT saying Witch are bad melee, there are/were mage Duelists like melee Witches - Hell, I always wanted to do some Offering melee Necromancer or a Wild Strike Elementalist), rather using its weapon for blocking or making her spells stronger " Eh. Pretty much what's happening right now |
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WILD STRIKE is not a good melee skill
IT IS MARVELOUS AND IT USES CLAWS |
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Look all i am saying is its dumb for thinks like lacerate to ignore claws when wounds from claws are literally called lacerations >.>
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No leapslam.
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" this is the main reason why I can't use Endurance charge on melee stun - Leap Slam - Increased AOE anymore on my summoner guardian. He's had to switch to an elder claw to get gains on hit from blinded enemies, to sustain while remaining close enough to the fight to grant minions all his juicy radiance. It sucks. Whirling Blades sorta sucks. My cat has no problems leaping on things and pouncing on shit and stunning grasshoppers and moles in the yard. Why would it be so far fetched for a crazy old man to crouch on his windowsill, sans trousers, with a garden weasel waiting for door-to-door solicitors to come round? [19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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Last league I had a blast using a claw to shoot venom gyre projectiles.
Last edited by teknik1200#3150 on Jan 9, 2020, 7:33:25 PM
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