so why does GGG and Chris Wilson hate melee characters so much
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its ok gGG .. i wont play your game . i wont open a CFG just to smash a goblin . you dont want me here i get it ... bye
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I have not played a lot in the last few years. Mostly check out a league a quit after a week or two. But holy shit do they just nerf abilities instead of tuning and buff the shit out of rare and boss mobs while just letting some bosses get shit on still. Playing fist frost blades I am getting destroyed while ele capped massive loh with some leech with decent defences just going through the acts. I have played since release the last few years have just been uninteresting. This tuning is terrible and 90% of skills are shit.
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Last time I played a melee was a templar with cyclone and life leach and fortification (used fortify until I got this). And made it to lvl 80, no problem.
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" Fun fact, any ARPG where they have a ranged class automatically makes melee bad, because being at range is safer. Ancestral Bond. It's a thing that does stuff. -Vipermagi
He who controls the pants controls the galaxy. - Rick & Morty S3E1 |
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" that is not true at all or at least not to the extent that POE takes it. I have played melee in Diablo 3, Last Epoch and even when POE first started (before Chris Wilson became an idiot) and while yes ranged had advantage Melee always feels good and strong. |
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" Well, these games don't have the one-button-destroy-whole-screen skills, do they? |
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The funny thing is I actually tried Diablo 4 during one of the recent beta's and the early game melee felt REALLY fluid and nice, it was a much better experience than melee has ever been in PoE. Which is quite alarming because we can hope that PoE 2 fixes the issues with melee's clunkyness but I can almost guarantee that it won't, melee will get overlooked as usual, mark my words. It's the cold harsh truth.
I actually think a lot of melee's problems with clunkyness are due to the movement system being janky, the other problems with melee such as the massive disadvantage compared to ranged/mage are due to design flaws. Personally I think both need to be worked on. Melee chars should get free fortify or some other defensive boost as melee are forced to be "nearby" to enemies 100% of the time, and ranged/mage chars are not and can often offscreen kill mobs. I think the damage melee chars do is at acceptable levels and the main problem is melee gets wailed on by mobs unless you have significant investment or gimmicky builds. Ranged/mage players will argue that melee chars should stack more life nodes but that doesn't solve all problems and witches/rangers have defensive mechanics that far outperform melee e.g. (ghost dance, chaos innoculation, spell suppression, divine shield). Although I would suggest that GGG increase melee's action speed a little bit as I feel that will help it feel a bit more fluid. My life is slipping away... Addiction is a harsh drug... Last edited by EstocSlayer#0218 on Apr 9, 2023, 7:13:01 PM
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"I am lvl 81 and I am still using the wands I got in act 2. What melee can use the same weapons he got in act 2? |
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" so because there is different scaling that means melee is fine? its always been known that mage characters scale more with levels and gems than melee now take a level 81 melee character (besides boneshatter) gear it to the max and still get deleted by mobs with ease. |
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" You misinterpreted, they're saying Melee sucks because they can't use weapons from early Acts in later Acts. Melee must continually, very frequently upgrade where as ranged users don't. Computer specifications: Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's Last edited by Nicholas_Steel#0509 on Apr 9, 2023, 10:45:24 PM
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