Strike Range Changes
|
Theres some [Remove by Support] who hates melee for real, we got movement speed lost on fortify wheel, less attack speed andmore invest in staves, less starting range that you gotta spend passives on and meanwhile traps and totems stay the same
Last edited by JC_GGG#0000 on Oct 22, 2021, 7:57:40 AM
|
|
|
Yeah I don't get why strike skills having an extra 2 range was a big deal to GGG. Range aside though, I can't believe they missed a golden opportunity to finally add Melee Splash as a mastery. This to me is the biggest travesty.
|
|
|
Yeah and Tribul Fury needs 4 passive points, for just 1 additional target, which is crap.
And this is not on some giga-duper skills that are viable and everyone plays them, it's on long dead melee skills, that pretty much no one use, cause they are super hard and need crazy investment to make them work. And are pretty much the only real melee skills in the game. But they will keep doing this kind of b.c. as long as there is no repercussions. Because POE fans just give them pass for pretty much everything they make. They know you will just play some skill, and give the truest melee a pass. They are forcing you to play what they want you to play. And as long as you stay in the game and give them money, np. POE Devs will stop messing with people and stop deleting whole builds and classes, when people keep on playing what they like, and refuse to be forced. The moment they are keep doing this, the people start leaving for real, only then they will learn and stop messing with us. |
|
|
I wonder how many people here actually looked at the changes.
- Master of Arena buffed from +2 to +3 melee range - Blade Dancer buffed from +1 to +3 melee range. - Tribal Fury connects to the cluster jewel socket / sword cluster. Depending on your pathing, you might be saving a skill point which could be used to grab the +3 melee range mastery. The other masteries are good too, +40% damage or an extra 30% range for striking additional targets. - There is a sword mastery for another +3 melee range with swords. - New wheel with +2 melee range and a further +4 melee range with 5 targets nearby (probably decent uptime while mapping). Okay they moved reduced or removed melee range away from gems, but there is a bunch added back in the tree in the form of direct buffs to melee range nodes in better locations, in addition to a new melee range wheel and a bunch of melee range avaialble through masteries. The other masteries look good as well, e.g. 8% chance to generate a frenzy charge on hit against unique enemies is fucking great. Last edited by BrettLee#6388 on Oct 22, 2021, 5:39:25 AM
|
|
|
Blade Dancer is on ***** spot. Tribal Fury is 4 points, it's not for free.
As far as +3 from Mastery, it's another wasted point, something you have for free before. And before the nerfs most passive was still giving melee range. No one complains about that. Now there is more, but you got to spend points from them, something you had for free. Spending points in the tree for stuffs like this is BAD, and you are losing quite a lot for it. And this is for absolutely underpowered by QUITE a lot Gems. Like 95% of them are lacking big time, and are not viable. |
|
|
Range changes are terrible unless you play swords, in one particular area of the tree. Granted, Swords can get like +10 if they like. problem: ONLY swords.
Static Strike, Staff, Inquisitor. Strike Range in 'build area': ZERO Resulting +range (vs 3.15): -5 (lvl21 gem) Staves in general were murdered with passive tree changes Pestilent Strike, Claw, Pathfinder Strike Range in 'build area': +2 Resulting +range: -4 Claws have the shortest weapon range in the game so they already played like crap. Anyone who actually played Strike skills (and no, Lightning Strike does not count) knows how bad these changes are and that GGG lied trough the teeth in this case. And i can understand that, marketing to soften up the nerfs but why nerf Strike skills in the first place? Like WTF? It is still the worst archetype in the entire game with borked itemization, bad QoL and very questionable build options. Why nerf that? like serious question: WHY? Last edited by sidtherat#1310 on Oct 22, 2021, 6:30:02 AM
|
|
" Because they can't solve "The Riddle of Melee" they have never been able to. With the strike range changes strike skills play like complete ass. Unless you are using swords even then they still play clunky and the targeting is so damn bad...who made this decision? Still failing to solve "The Riddle of Melee" 4.0 HYPE!!!
SILLY BITCH...THE EAGLES ARE COMING!!! THE EAGLES!!! (bleeds out from a wound to the gut) the eagles...are...coming...(coughs)...the eagles... |
|
|
So i just checked my 2Hand Staff Glacial Hammer STRIKE skill build.
What happend? I feel like i lost all my Strike Range and there is no Strike Range AT ALL in the north-west tree where the Staff nodes are. I basically have to kiss the nipples of enemies now before the targeting starts doing its horrible job. Strike Skills feel horrible to play right now if you are not using a sword at the bottom side of the tree. And what happend to the Staff nodes near Combat Stamina they vanished completely and with them a ton of accuracy and attack speed. I wanted to wait for patch rollout before i decide to support the game this patch or not and so far i have to say No Love for Strike Skills = No Money for GGG. Last edited by zzang#1847 on Oct 23, 2021, 7:37:06 AM
|
|













































