Melee buffs!
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" It killed stuff at a comfortable pace and I was rarely in danger so long as I played well. I was doing the content as I was going, playing the game as I normally do. It was viable. Your definition of fine might be different though *shrug* |
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It would be cool to see innovative things like upping the max fortify, so continuing to hit made you tankier and tankier (perhaps having it drop off sooner than current fortify).
Or your melee hits give you a ward of some type (obviously can't be 1 to 1). Or skills that make melee more mobile, more like a flicker strike effect on existing melee skills. They had this for a while with LGoH making fast hitting skills pretty tanky, but that only works when it is not all one shots. They should probably cap damage absorb / resist / evade at 75% and then they can make encounters challenging again without things that just 1 shot non-mirror tier characters, or Z-dps-sponges. I'm veering offtopic but generally just agree. |
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" The sad thing is that people would actually call "melee fine" if ONE new skill would be decent. Like they are using LS as an example of "melee being fine". Sad times we live in. Bring me some coffee and I'll bring you a smile.
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Able to do content does not mean okay. My son started this league and wanted to learn on the go and without help. He finished the first three acts with Heavy Strike unlinked with a weapon he found early in act one. Does that mean unlinked Heavy Strike on a white tribal maul is okay? (Yeah, there needs to be a lot more work on new players....side discussion)
I kind of wish they would just step back from it all and think about what is the problem, the real problem, and not just slap a Band-Aid on things and act like it's fine. Like Fortify. It was created to make melee more survivable due to the danger of fighting in melee range. It was abused and used for builds that were not melee. The fix wrecked it for everyone.... Something something baby and bath water. Why not look at the damn problem and make it still useful for melee and not so useful for ranged/spellcasters (though I do think spellcasters deserve an * because some spells require close range....different discussion again). So make it so it still works reasonable well for melee, without a heavy dropoff in effect when you need it most (bosses), and not terribly usable for non-melee. Fucking easy.... Fortify provides the following bonuses: Hits from melee attacks provide fortify (no stacking bullshit -- old fortify) 20% reduced damage taken while effected by fortify. 75% less damage for non-melee attacks and spells while effected by fortify. Minions are defensive while player is effected by fortify. Minions deal x% less damage while players are effected by fortify. Modify edge cases with more damage like Dancing Dervish, Herald of Purity and Dominating Blow and Done. Kingmaker as well...buff it. Others can use it but with a steep penalty for doing so. And that's just some bullshit pulled out my ass in 5 seconds. Why wreck fortify for everyone? Just focus on the core of what you were trying to do and wrap the benefits and penalties around that. Now make melee have a use case that makes sense besides the "I want to play melee, so I'll see how far I can take Heavy Strike unlinked on a white tribal maul through the acts in spite of how bad it is" crowd. Or at least just cheat and give it a mega-upgrade in damage. That will do as well. Thanks for all the fish! Last edited by Nubatron#4333 on Aug 5, 2022, 6:45:33 PM
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" History repeats itself. Before LS there was Cyclone etc. |
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" I mean some people play Dual/Double Strike, Cleave cant have less AoE than that, so I geuss it can be "fine". |
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cleave isnt a strike skill like dual strike, you cant have the additionnal hits you get from ancestral call/strkies/gloves mods wich give a ton of aoe
Last edited by SerialF#4835 on Aug 6, 2022, 7:55:37 AM
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tbh the sunder buff looks fairly decent.
The others are jokes yes though. Украина в моём сердце
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" Fortify wasn't even necessary. All melee skills especially strike skills should confer the fortify buff and the ones with lower range / aoe should confer a higher fortify buff. If a range class wants fortify they'd have to be in melee range to use the skills which offer it. So it's a sacrifice ultimately. All the fortify nodes on the tree are like the spell suppression nodes. They only tax the builds that are already passive starved. Like DW. I would take out all fort nodes and the fort support and just give a weighted fort buff to all melee skills with the strike skills getting the highest effect. Fixed. |
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