Melee buffs!

"
Solution: Carry out a routine balance pass on a selection of underperforming skill and support gems, with the aim of making them more attractive options.


Resulted in:

"
Cleave now has +0 to Radius at gem level 1 (unchanged), up to +10 to Radius at gem level 20 (previously +8).


"
Reave now has 170% Effectiveness of Added Damage at gem level 1 (previously 150%), up to 250% at gem level 20 (previously 225%). Vaal Reave now has 250% Effectiveness of Added Damage at gem level 1 (previously 200%), up to 350% at gem level 20 (previously 313%)


"
Sunder now has 220% Effectiveness of Added Damage at gem level 1 (previously 175%), up to 325% at gem level 20 (previously 275%). Its damaging wave now travels 60% faster.


Those are some incredible buffs. Those options are looking really "attractive".

I was actually expecting them to actually do some real changes to a dying archetype this league, but they yet again show that they have no clue about the overall state of melee.

I might actually be sitting this one out. This is just a joke at this time.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
Last bumped on Aug 13, 2022, 6:56:29 AM
lol
"Life isn't a problem to solve but a reality to experience." - Frank Herbert
----------------------------------------
Melee anything is a bit of a meme build at this point. The problem is so much more than the skills themselves though.

They need to quit wondering why people are taking all the defensive auras. That's mostly rhetorical; the answer is obvious. Unless you get to extreme levels of defense, it's almost pointless to invest at all. The game has simplified down to picking tons of layers of defense, or all out glass cannon, or pick the most obvious defense in the game: ranged builds. Those are the most effective options of defense (and yes, I did call glass cannon an effective defense). Everything in between just quickly gets killed by one of the many holes that can be found in a players defensive setup.


Melee needs a way to stand in the pocket and survive without feeling like you sacrificed all your offense to do so. Hitting with a wet noodle just doesn't feel good. I suppose if they buffed the damage of melee to the extreme, that would enable going all in defense and still hitting hard -- but that would probably just translate to melee glass cannon flicker builds that break the trillion DPS barrier :)

I don't know. They clearly don't have any idea how to resolve the melee problem. I don't either. Most of the things I can personally think of have an unintended side effect or collateral damage.

I don't mind the game being hard. But every time they make something hard, or harder, it impacts melee significantly more than other builds. They need to find an answer to this problem. It's been festering for far too long.
Thanks for all the fish!
Last edited by Nubatron#4333 on Aug 3, 2022, 9:25:31 AM
I think the fact that somebody whose fairly middle of the road on balance like you Phrazz thinks that way probably means they really missed the boat here.

I feel like we kinda made the melee focus ourselves it isn't like they ever indicated they would improve melee, but i'm still disappointed too. I was expecting them to score easy points by doing a similar buff scale to the caster one (40-50% on most spells) to strikes at least.

Melee is actually worse than before it feels kinda weird to state that but looking at the values assembled so far that is the only conclusion I can reach.

Maybe the rest of the patch notes will contain some salvation but I'm not really that hopeful, league mechanic giving really strong items is about the only straw left to grasp.
"
Phrazz wrote:
"
Solution: Carry out a routine balance pass on a selection of underperforming skill and support gems, with the aim of making them more attractive options.


Resulted in:

"
Cleave now has +0 to Radius at gem level 1 (unchanged), up to +10 to Radius at gem level 20 (previously +8).


"
Reave now has 170% Effectiveness of Added Damage at gem level 1 (previously 150%), up to 250% at gem level 20 (previously 225%). Vaal Reave now has 250% Effectiveness of Added Damage at gem level 1 (previously 200%), up to 350% at gem level 20 (previously 313%)


"
Sunder now has 220% Effectiveness of Added Damage at gem level 1 (previously 175%), up to 325% at gem level 20 (previously 275%). Its damaging wave now travels 60% faster.


Those are some incredible buffs. Those options are looking really "attractive".

I was actually expecting them to actually do some real changes to a dying archetype this league, but they yet again show that they have no clue about the overall state of melee.

I might actually be sitting this one out. This is just a joke at this time.




SO i waiting you play using cleave build now. Good luck in this job.
"
Chavolatra wrote:
"
Phrazz wrote:
"
Solution: Carry out a routine balance pass on a selection of underperforming skill and support gems, with the aim of making them more attractive options.


Resulted in:

"
Cleave now has +0 to Radius at gem level 1 (unchanged), up to +10 to Radius at gem level 20 (previously +8).


"
Reave now has 170% Effectiveness of Added Damage at gem level 1 (previously 150%), up to 250% at gem level 20 (previously 225%). Vaal Reave now has 250% Effectiveness of Added Damage at gem level 1 (previously 200%), up to 350% at gem level 20 (previously 313%)


"
Sunder now has 220% Effectiveness of Added Damage at gem level 1 (previously 175%), up to 325% at gem level 20 (previously 275%). Its damaging wave now travels 60% faster.


Those are some incredible buffs. Those options are looking really "attractive".

I was actually expecting them to actually do some real changes to a dying archetype this league, but they yet again show that they have no clue about the overall state of melee.

I might actually be sitting this one out. This is just a joke at this time.




SO i waiting you play using cleave build now. Good luck in this job.


I think should reread Phrazz's post.
Thanks for all the fish!
"
Nubatron wrote:
Melee anything is a bit of a meme build at this point.


Oh, I agree.

But just taste the bolded part. I mean, really taste it. THAT is their attempt at making certain skills "more attractive". We certainly cannot call them "attractive", but can we even call it an "attempt"? Well, they are using the word "aim". I seriously hope that they aren't playing any shooters, because their aim is miles off.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
"
Phrazz wrote:


I might actually be sitting this one out. This is just a joke at this time.


It took awhile but I'm glad you are coming around. I suppose there is still the league announcement and reveal, but this manifesto is a horrific mess.

Honestly that cleave "buff". It has to be a troll right? Like a dev actually made this change and submitted it for the manifesto? Its inconceivable.

The patch notes better have some sort of monster interaction changes, and adjustments to degens, ground effects, and player ailments. Otherwise all they have done is make the game feel worse, and havent encouraged players to change their strategies. Its literally dealing with losses, not making choices on what is best.

Easily the most disappointing balance pass they have ever done (with 6 months to work on it), and I would argue, in my opinion, quite embarrassing.

Edit: Actually I suppose the short-lived Expedition nerfs were probably worse, but many of those were mechanic based and reverted quickly. I dont see that happening here...
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on Aug 3, 2022, 9:56:45 AM
Maybe we've got melee weapons now do roughly twice the damage they did previously :p
Seems the only viable "melee" build is def stacking champ again.

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