Melee buffs!
" Personally I'm hyped for meginords vise which grants melee splash. This means for strike skills 35-40% more damage because you can drop melee splash support... You don't like being 7-linked compared to last league? |
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" as i mentioned in your other thread. this magical '35% more damage' you're getting, is at the cost of your **entire** glove slot. because outside of the splash effect, meginords literally has 50 str, ~200 armor, and knockback. vs a rare glove that can have eldritch +1 (or +2) strike implicit plus all the other explicit mods |
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" For many melee builds, the problem necessarily isn't the performance at a 100 EX budget, but getting there in the first place. Meginord's might help with that. And even on high budget, they might be decent in a strength-stacking build. Last edited by Xyel#0284 on Aug 13, 2022, 3:20:55 AM
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" Oh they know very well. They just dont think its important enough. |
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I think the frustrating part is they don't realise a middling solution would actually make things OK while they come up with whatever amazing real solution they are waiting for.
Players can fix the problems with melee, just fix the animations and buff the damage so they can do so. Hit based spells got an across the board 50% buff so they could deal with the same thing it honestly isn't any different. Like if I modelled where melee builds come on my own chart of viability most of them are just below viable, they aren't miles below melee can do really good damage when invested in and developed - a solid buff would push them to being reasonable choices. This is why for example I've got a Sunder in my PoB for next league, they gave it a reasonable buff and its just tipped it into OK this looks workable. EQ too maybe if reduced duration rings are a proper thing. Last edited by Draegnarrr#2823 on Aug 13, 2022, 5:09:58 AM
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I was thinking about a totally unpayable Sunder + new Marohi Grand Slam build and it hit me.
There should be a strong defensive stat while Swinging, with effect proportional to the attack time. Slower hits = more protection. Examples: - % Less Damage Taken while Swinging, from 5% for attacks of 0.3 sec and faster up to 25% for attacks of 1.0 sec or slower. - Kinda-Aegis type of buff that appears on animation's start, disappears on animation's end (either natural or attack cancel), and gives Attack_Time*1000 absorption for all damage (including DoTs). Numbers are debatable, of course. Melee needs protection when it's most vulnerable, i.e. the moments when you have to stand still. And the slower your attacks are - the more you need it. Of course, you can cancel animation and dodge, but the problem is that in order to win, you actually need to land hits. IMHO the super slow melee builds (like the ones endorsed by Mace Mastery 12% chance to deal Double Damage with Attacks if Attack Time is longer than 1 second) are not just bad on their own. They highlight with glaring obviousness the problem that actually plagues all melee builds. And that's where at least a partial solution can lie. Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
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