melee's problem IS damage - 1h mace glacial hammer example
Lightning Strike has the luxury of being scaled by generic Projectile damage, at least when it comes to the portion that is important.
Projectile damage scales all additive dmg sources. For Glacial Hammer, you can't do anything as the generic "melee damage" nodes are fairly scarce. So you are forced to scale the dmg through Clusters which have some generic mods, be it "damage while holding shield" etc. Flat Damage on skill gem is only interesting if you have some conditional multiplier on it as well, be it hidden mechanically (hitting multiple nearby target, chaining the attacks (rip Hydrosphere). I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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" i hadnt actually noticed this, but ur right. that should change tbh. the only marauder ive used in ages has been a very stock, simple, what id call lowball juggernaut that i basically use to gauge content, get a feel for how semi competent basic melee feels to play in a league through different game states. hes not changed in forever and hes pure phys anyway. im usually more over in the dagger/claw/sword nodes and ranger/duelist when i fiddle with melee pobs and over there its all just "damage with X weapon" now, that whole thing of it all being phys scaling and to use an ele weapon you are restricted to a few raw ele attack nodes is long gone. marauder looks like its still in the bad old days, like its 2013 and every ele attacker has to path to templar because he had that one little cluster of ele attack scaling on the tree. it used to be so silly, i remember making a post about it. we didnt have a more phys proj gem so all bow attacks for example had to scale off ele because weapon elemental damage, added fire and hatred were the only real options, then templar had a node, catalyse? catalyst? something like that, and every ranger had to basically just go there on the other side of the tree. it was just so wonky. weve come a long way since then but theres obviously still some work to do with marauder. when im trying elemental melee trees on the right side im not putting any pure phys gems like melee phys in the links. the full conversion on the phys and then flat ele additions with crit, eda, multistrike, maybe pen, maybe fortify, maybe nightblade, even ruthless can be a lot of damage. melee phys seems pretty sidelined when im looking at ele conversion skills. so their theme of flat ele damage doesnt bother me at all now in those situations. given marauder is fire aligned, yes hes very physical but we have this fire alignment theme, why is he still stuck in the past? i dont see a strong enough thematic reason to mechanically hinder marauder like that. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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why is that so?
for the same reason you didnt know about it: nobody (at GGG) gives a damn about this part of the tree. and i mean that - they actually dont care. it is objectively the worst node-for-node part of the tree, the keystones there are mostly or entirely rotten fossils, and the pathing between outer and mid-circle is shockingly bad. check a poe.ninja heatmap, marauder area is literally dead, thanks to melee being just a waste of time it is also home to several notable clusters that NEVER has been taken, ever (Inexorable, Goliath, Fending), the clusters there in general are shockingly lacklustre, the masteries fit the 1.3 version of the game and once you dare to do one step away from the few 'viable' melee builds - you are left with 1.5m dps clunky build on a budget that would fully deck out 3 caster sets given noone plays this part of the tree, GGG has no incentive to actually look at it and modernise it. so it is stuck in 2015. |
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" Its an infinite loop. People dont play the dirty south melee skill tree because its the definition of inefficiency pathing and anti snyergies. GGG does not put effort or ideas into developing red life melee into something good because they see the heatmap and think "well people are not interested in melee". I play casters and meleeyself but if the most efficient (and cheapest) way is to play a caster. Why would I or should I play melee outside of some gimick "look at my Ferrari spending and my VW Beetle performance red life melee build". |
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" right now besides slams and niche things like rage vortex, battlemage shenanigans and so forth which usually scale off warcries, and hollow palm ice crash, the generic elemental melee quickly devolves into right side of the tree and clawing with trinity. claw nightblade with elusive scaling crit multi trinity this is your generic ele build of the right side of the tree. hell, berserker LS does this anyway and travels all the way to claw nodes and elusive nodes claws give LGOH, have lots of crit and attack speed, have great crit nodes, trinity is super strong and nightblade is simply disgusting everything else simply pales in comparison |
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They gave up on melee a long time ago. Just hey used to pew pew skills.
Berek's Grip Ice Spear
http://www.pathofexile.com/forum/view-thread/780707 Budget Magicfind and/or Hardcore Flame Totem http://www.pathofexile.com/forum/view-thread/1211543 |
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I agree 100% on this. They started to add flat damage scaling but then turned away from it when it was a big answer to these problems. This league was by far my worst start getting into maps with just flat out not having a weapon. Actual solid flat damage scaling would go a long way to make melee at least get into the endgame without feeling they need that god tier weapon or specific unique weapon.
I also feel like there are far too many skills that don't feel great without explosions from shatter, bleed, inpulsa, etc. I'd like to play strike skills but when half my build is just getting the skill to work.. it's like meh.. why bother. A lot of skills don't scale well with AoE either since they start with such low range to begin with. I feel like with these bonkers buffs to spell casting, it's gotta be time to go all out with melee skills... right? |
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I think the GGG has flicker strike as its "balance base". GGG is looking at flicker and says: So this is Melee? Okay, so no need for buffs.
Flicker is an anomaly in this game, it's pretty much the only Melee skill/build that can be said to be good. lol ------------- But overall Melee really sucks, it's just not worth it, projectile archetypes like bow builds dominate this game undisputedly. Why would I play a Melee build that has mostly LESS dps and is much slower? Also, I would have to deal with all existing CC's, and some like Temporal Anomaly that is capable of totally zeroing my action speed and killing me. ----------------- Melee elementals might be bad, but pure physical is even worse. The way we have to scale physical DPS (impale) is so bad now that I was surprised to see some builds that completely ignore this "buff", just don't use it. And when they do, they are forced to use Call of Steel to have some clear on high level maps/content, because if they use impale in the conventional way they will have to deal with an extremely low DPS, even with mirror tier gear. Last edited by kenbak#5806 on Mar 2, 2022, 8:14:04 AM
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" angry upvote. i m using flicker and have complained forever on how some melee skills are not "true melee", as someone once aptly put it, flicker strike practically makes you into a projectile. in any case, its my secondary attack. my main attack is viper strike. i miss the old fortify [Removed by Support]
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I second this all. You can't even build damage properly anymore. And no matter how good your build is defensively, when I fight Maven I get so much thing in the screen draining my HP simply because I can't kill her fast enough. Longer fights = more sh!t happening in the screen
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