surprise! cruicible datamined, and melee skills got sht on?

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Esubane wrote:
Knockback direction is reversed - lol how that would even work. And what it would be called.

Knockfront?

I would picture a character growing 5-meter arms and hands, slapping the monster from behind toward his/her body.

Or... just make Cyclone function like a black hole, sucking enemies in.


It's vacuum cyclone, similar to if you use cyclone with the empire's grasp before. It's actually a really, really powerful buff for the skill.
Last edited by ARealLifeCaribbeanPirate#2605 on Apr 6, 2023, 1:05:43 AM
I mean look at what bane and contagion was getting..
enemies are chilled... so that would be the default chill amount(10%?)

its basically nothing, bane uses multiple curses and gets some curse effect... and uses temporal chains usually... you are already reaching the action speed reduction cap vs bosses here.
"
Esubane wrote:
I see this melee bitching in just about every Action RPG i play.

Really, this started over twenty years ago with Diablo II. Where melee WAS gimped actually - as it was reliant on attack rating, and that was heavily reliant on level difference between monster and the player. Which was ALWAYS in the favor of monsters - I was finishing Hell mode at level 70-ish where monsters are 83-85 and bosses are close to 99. Also, melee in D2 had no area effect attack whatsoever. I had to clobber each mob one at a time.

Yes, this was really bad experience.

But POE is nothing like this.

Melee is doing just about as good as any other build, as POE has rather narrow field of view and monster bumrush speed is insane. If you are a mapper your average map monster lives about 0,03 seconds, boss might last half a second. How can you complain then?



I really like this opinion and believe that is is well thought out and not just the opinion of a player that doesn't have a single melee character.

10% of the players in sanctum played melee, and the overwhelming majority using boneshatter or some cyclone variant that we'll give benefit of the doubt as not being a trigger setup (lmao). It's intellectually dishonest to say that melee is "just as good." Boneshatter and cyclone *might* be just as good. For pretty self-explanatory reasons (totems), that simply isn't the case.
Where is any other melee skill? In the sub 1% play rate gutter.

Accuracy simply is monstrously important, even in PoE. Mathematically in a pure hit based build? Every % of missing hits is % of missing damage. Intellectually dishonest.

Speed? Yeah melee can move around, and we won't get into having to be stationary for strikes etc. I'm willing to give this one benefit of the doubt. Melee builds move just as quickly as casters. They cannot do damage while they do though. So this is a drawback to melee, fair enough! So what is the perk of having to stand still to do damage?

Well, there isn't one. In a 1:1 comparison of cost-effectiveness of builds, melee do less damage from a range and economy of motion that will lead to taking more damage with less defensive resources.

In other words, melee is fine as long as you invest 30 divines or don't play it.
Last edited by Aesthetic_Curse#7301 on Apr 6, 2023, 3:46:05 PM
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zaarakiekenpachi wrote:
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eisn wrote:
Rage got triple effect. Melee is fine.


that has nothing to do with the tread, so ty for not adding anything.


Isn't Rage a melee thing? In what bizzaro world it doesn't add anything?
Personally was hoping to see some nice love for my Glacial Hammer build "after they unfreeze" is usually when the enemy is dead. I dont see it making sense.
None melee players will disagree, but fact is ggg has not cared about melee for 2 years+
This is clearly deliberate, they are still nerfing melee skills no one even plays anymore.
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eisn wrote:
Rage got triple effect. Melee is fine.


What do you mean?
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Esubane wrote:
Knockback direction is reversed - lol how that would even work. And what it would be called.

Knockfront?



Sweep =D
"Never trust floating women." -Officer Kirac
I don't think GGG likes that Tectonic Slam is better for none Endurance charge characters. ie Better for right side of the tree with Conc Effect. The skill kinda backfired on them. It's pretty much Molten Strike V2 if you build it that way and pretty decent damage.

Having a Boss be slowed after Freezing is kinda useful. I would personally take that.

Rage Vortex Hinder can save you some passives. That's still an admittedly weak effect though. Doesn't make much difference on a zoomer mob when you'd want to slow enemies.
"Never trust floating women." -Officer Kirac
"
Esubane wrote:
I see this melee bitching in just about every Action RPG i play.

Really, this started over twenty years ago with Diablo II. Where melee WAS gimped actually - as it was reliant on attack rating, and that was heavily reliant on level difference between monster and the player. Which was ALWAYS in the favor of monsters - I was finishing Hell mode at level 70-ish where monsters are 83-85 and bosses are close to 99. Also, melee in D2 had no area effect attack whatsoever. I had to clobber each mob one at a time.

Yes, this was really bad experience.

But POE is nothing like this.

Melee is doing just about as good as any other build, as POE has rather narrow field of view and monster bumrush speed is insane. If you are a mapper your average map monster lives about 0,03 seconds, boss might last half a second. How can you complain then?


well from your statements its clear you dont play many aRPG's - Grim Dawn doesn't have a melee problem, one of the strongest builds in the game in melee.

LE sure doesn't seem to have horrible melee either. (can only go from watching game play on stream and tube videos since I wont do prerelease again)


Also - if melee were fine, it would not be so low pop wise - its damage control and dillusion to act like its endemic to the game style and that the problem is not entirely of GGG's making.

Also pointing to only D2 to compare is doing this game a favour - try to be less like Chris W and see all of the many other aRPG's out there.

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