so.. the melee is FINALLY dead now? :)

Seems they buffed pretty much all melee skills ... but oh well ... keep the hate going. I'm sure this will lead somewhere.
"
dyneol wrote:
Seems they buffed pretty much all melee skills ... but oh well ... keep the hate going. I'm sure this will lead somewhere.


read the patch notes more carefully, i think youve missed A LOT
"
sidtherat wrote:
"
dyneol wrote:
Seems they buffed pretty much all melee skills ... but oh well ... keep the hate going. I'm sure this will lead somewhere.


read the patch notes more carefully, i think youve missed A LOT


They buffed the baseline damage of every skill but nerfed the supports. At least the most used ones.
Ruthless:
Now has a 140% Cost and Reservation Multiplier (previously 110%).
Ruthless Blows with Supported Skills now deal 70-98% more Melee Damage (previously 75-132%).
Ruthless Blows with Supported Skills now deal 70-98% more Damage with Bleeding caused by Melee Hits (previously 75-132%).
Now only supports melee strike and slam skills (previously supported non-channeling melee attack skills).
Quality on the Anomalous Ruthless Support no longer grants “Supported Skills have 0-10% increased Attack Speed”. It now grants “Supported Skills have 0-20% increased Stun Duration on Enemies”.

___________________________

This support gem is still strong as hell - and the fact that some skills are allowed to use it will, nearly by itself, make them viable. Those that are now barred from Ruthless gained newly added node mods totaling 15% physical damage resistance pierce on nodes they already grabbed anyways.

Couple that with the improvements to the actual base Melee Skill gems, and you have still viable characters.

The real hit was high mana-reservation nukers from what I see.
Last edited by Sabranic_SilverDeth#2793 on Jul 21, 2021, 11:09:00 AM
"
Sabranic_SilverDeth wrote:


ALSO - the new armor is going to add a lot of damage mitigation. You better believe that is playing a part in the fortify changes.

This is all about maintaining equilibrium. The status quo.


The new armor loose it s perk on HIT. You know what it means, you get hit by a fart and loose all bonuses then when the real big hit comes you are "naked".


Forum pvp
"
lolozori wrote:
The new armor loose it s perk on HIT. You know what it means, you get hit by a fart and loose all bonuses then when the real big hit comes you are "naked".


No Block? No dodge? No Evade? No Armor? No Endurance Charges? No Fortify? No Blind? No ES? No Leech? No Regen?

Melee in PoE 101 - layer defenses. You add this on TOP of those you already use.
"
Sabranic_SilverDeth wrote:
"
lolozori wrote:
The new armor loose it s perk on HIT. You know what it means, you get hit by a fart and loose all bonuses then when the real big hit comes you are "naked".


No Block? No dodge? No Evade? No Armor? No Endurance Charges? No Fortify? No Blind? No ES? No Leech? No Regen?

Melee in PoE 101 - layer defenses. You add this on TOP of those you already use.



I mean you say yourself you never killed some of those end-game bosses so how are you so sure this will work? A lot of time pre-3.15 it actually didn t work and lot of people were getting 1 shot despite your layers in the list.

Sure this work very well in yellow maps but how are you so sure it will work now that monster life is again buffed and those
defenses(fortify/ailments/evade/flasks) are dead.

Forum pvp
"
Severance2hBlade wrote:
It seems like you see this as somekind of competition between which side has lost the most. It is not. Why would someone weight the gravity of a change against something that it does not relate to?

And i will leave Brutality (or Close Combat or Maim, Ruthless, Fortify, Melee Physical) out of the equation.

Regarding Impale Support, i would very much like to know how exactly 15% more PhysDmg and 21% impale effect and 30% Physical Dmg Reduction Overwhelm, are being "overcompensated" from the tree or (here is the kicker) "rollable mods on gear". As if we don't already have too much to worry about mods optimization on our gear.

I have to say..this is a fine Collection of Damage Multipliers.


Because it is a competition. Strength of builds is relative to each other.

Impale effect was increased on gear, but it's also now rollable on jewels. A moderate invested build ends up with more increased impale effect than it lost on the gem.

Overwhelm isn't as useful as you think it is. It doesn't work like ele penetration where it goes into the negatives. And as most mobs don't have much phys reduction to begin with, that loss of overwhelm is not a big loss.

The biggest loss on the impale gem was the damage multiplier which most gems got anyway. I did gain impale chance but I'm too lazy to check if that really saves points on the tree or not.
"
lolozori wrote:
I mean you say yourself you never killed some of those end-game bosses so how are you so sure this will work? A lot of time pre-3.15 it actually didn t work and lot of people were getting 1 shot despite your layers in the list.

Sure this work very well in yellow maps but how are you so sure it will work now that monster life is again buffed and those
defenses(fortify/ailments/evade/flasks) are dead.


Once upon a time I could kill the harder things like Shaper. But I stopped upgrading my gear years ago. My level 100 champion has zero survivability problems through t-16 maps. He runs into problems against end-game bosses because his weapons - a pair of Rigwald's Command Midnight Blades, which I am attached to and will not part with - are not capable of dealing enough damage before mechanics like Shaper orbs, Elder Ground insanity, Vox Brothers Fire walls, ect ect close in and make the fights unwinnable.



He's wearing equipment from Legacy League. He's that durable wearing old stuff, that was, at one time very nice, but is now completely obsolete. I know FULL well how strong gear is now - I craft and sell it to people, or I buy and re-sell as a mark-up.

He can tank Shaper's slam with 10% life left. Survivability is not the issue - his damage is:



And that's my fault. I wont change weapons. I'm stubborn like that. If you swap out any "modern" top-shelf weapons and give them to this guy, he'd be able to clear pretty much anything.

He can survive most one-shots from end-game bosses. And his defenses are literally laughable compared to the sorts of set-ups people are running these days.

So yes. Defensive layering works, and if it works with gear from 2016-2017, it will work far far better in 2021. Because the gear now is better. A lot better.
"
yamface wrote:
The biggest loss on the impale gem was the damage multiplier which most gems got anyway. I did gain impale chance but I'm too lazy to check if that really saves points on the tree or not.


Until now it was that you had to either use 2H weapon with Harpooner node, Dread Banner, play Champion with axe and Harvester of Foes, dip into impale chance modifiers (Hunter or veiled) or cluster jewel passives to get 100% impale chance. Now you only need Swift Skewering and Forceful Skewering nodes to get 100%, both 3 points, on or near common pathing for physical melee chars.

So if anything, it gives more flexibility.

Report Forum Post

Report Account:

Report Type

Additional Info