How to Fix Strike Melee by a 20 League Veteran of Everything Melee - KissMeQuick( me)
" i would go from the inverse direction. melee needs more defenses. melee has no defensive advantage. a non melee character can have the same defenses. there is ONE way to buff melee without directly buffing any numbers. get GGG to rework all the bosses. currently the bosses in the game are difficult because GGG needs to KILL players. the bosses are extra deadly and have shit all over the floor in order to kill all those non melee players who can comfortably hit and run with a ton of movespeed and defences while making the encounters unreasonably difficult to deal with. a few ideas i have are making fortify melee only and inherent to melee attacks. with a short duration that makes dealing melee damage constantly a requirement. a redditor improved the fortify idea by making it so that melee weapon passives also add fortify duration so that you need to really invest in melee passives to gain the most out of fortify. this also allows ggg to open new possibilities such as fortify buff granting reduced/immunity to CERTAIN degen effects or even certain debuffs effectively cleansing said debuffs as a reward for going melee. what this does is allow melee to have a way to actually ignore certain area denials or minimize the area denial impacts. another idea is to make fortify grant some form of shot gun protection, where multiple projectiles from a single enemies attacks could have their damage reduced by a greater amount. i would argue fortify is one key ingredient to buffing melee. other ideas i have are strike skills having a +1 extra target by default. melee skills having a consecrated path dash built in, can be toggled via options or key and can be bypassed with shift clicking. and has a cooldown. should not share cooldown with movement skills. [Removed by Support]
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" melee elemental hit + fortify is scaled pretty much outside 'melee weapon passives'. you get ele damage/penetration, crit, attack speed. not with melee passives.. this idea 'sounds' good. simple, elegant. - but it is both abusable AND hurts some melee builds. at the same time. just like current Fortify that simply doesnt work for bleed builds in end-endgame |
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" They are the same thing though, players choose where to allocate stats and often have a very broad representation of that if given enough power to do so. There were some absolute zoomers playing lightning strike for example with giga dps melting everything, but we also had Ben and Quin doing Ubers on very tanky versions with a fraction of the damage. That is possible because the numerical values of the skill allow it. The problem with most strikes and tbh quite a few slams is they don't allow it, they barely meet minimums in any category so you simply become zdps or glass cannon. They could address this with boss changes like you are suggesting but I really don't think they will like it, it means developing an entirely different set of rules in every fight for melee and loops out of the unified arpg experience by having a completely different set of rules for another archetype. A good solution but an expensive one, some of your ideas would be good to bake into other mechanics anyway tbh dot reduction would be great as a melee boon for example. Easy solution is address the myriad of issues they have placed infront of them every league. Melee requires 10-15~ passives more than an equivalent ranged build if they just do something about that and it'll be fine. |
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" yeah.. i've complained about sirus forever and requested 2 changes which i feel can benefit all players 1. prevent sirus from casting die beams while player is outside "play area" 2. change his teleport into a flame dash. flames can give an individual indicator to where he went instead of the current "blink and you'll miss it", could even add a little more challenge by making the flames hurt. but nope we got uber sirus. other people have been complaining about memory game. nope. i would really prefer if they focused on the bosses more and less on tweaking the numbers. but realistically i m pessimistic that any significant change will come any time soon. [Removed by Support]
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Whatever, they won't listen to anyone and just implement shitty ideas or keep destroying leagues. Just play something else.
Ruthless should be [Removed by Support]. Last edited by AdRonZh3Ro#4713 on Aug 19, 2022, 3:00:07 PM
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So Jewel Implicits were removed from Harvest no more stun immune from jewel implicit stun avoidance. This is just another kick in the nuts for melee.
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And from what it seems, divine reroll and keep prefix/suffix as well. Honestly, this forum is pointless. Thousands of ideas and they go with the shitty ones.
Ruthless should be [Removed by Support].
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because the goal of this game is to make money - since 3.15 pretty much EVERY change GGG made was to make expected time spent in the game LONGER. moving power from passives/skills to (hard to craft) gear. making crafting harder/more expensive etc etc
POE has been stagnating lately, there is very little to none playerbase growth and as such they have to milk existing users even more than before sure, the peak launch this time will be/is massive because it is first real patch in 6 months but.. whats next? i do not know. but i know we will have more changes like 'make crafting gated like never before' (ex->divine), make self-improving your gear harder (pretty much no access to value rerolls) etc all to make people play longer thus potentially spend more on mtx |
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@ Sidtherat: +1
3.19 is a joke - one of many in the long line of jokes in the past years. It doesn't address any real problems (melee, dramatic lack of QoL) and dealt with minor problems (minions, spell suppression) in a bad way (yes, there is more to talk about, I just omitted some). In German I would call 3.19 "Augenwischerei (eyewash), which means they (GGG) want you to feel like they did a lot although nothing meaningful was achieved. If I had to describe 3.19 I'd say it feels like: Cleave strike radius +2.... “Human decency is not derived from religion. It precedes it.” ― Christopher Hitchens My QoL List: https://www.pathofexile.com/forum/view-thread/3279646 Last edited by Antigegner#0560 on Aug 19, 2022, 10:43:36 PM
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" Pretty sure the main dev efforts have been in that direction since 3.4, delve, if not earlier. I dont remember when they buffed map "boss" HP, but ever since the game has felt like an ever growing slog. “We are the race of flesh, We are the race of lovers.”
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