Unironically the worst patch notes I have ever read, still no significant balance changes.

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Alesai wrote:
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sidtherat wrote:
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Pizzarugi wrote:


Instead of crippling playstyles or archetypes, I wish GGG would take another approach and just buff underplayed builds.


they wont

they sadly ventured into 'manage with data' and it turns into vicious loop

'nobody plays melee'
'dont invest into melee'
'even less people play melee'
'dont invest into melee'
.
..
...
3.22 total melee representation is ~5% combined and falling

they think people dont play it because they dont like melee as a whole. while the real reason is that they dont play it because even if they like it, the numbers suck so much even the devoted leave (to play other games or different archetypes, i bet the first option is more popular)

'managing with data' without anyone asking simple question 'why?' and here we are. it is reverse of wishful thinking: neglect something long enough and noone will play it

It's true. I search some good melee build for new league with good damage (~30-50mln) and huge defences. And find only Divergent Trauma... and nothing more. Now the alternative qualities will be removed.

So you either have to play melee with a 30mln dps Cyclone or any either skill. Or play in party with cursebot/aurabot. Or DON'T play with the melee build.




i think most problem melee have is having to invest in things no other archetype have, accuracy, 4-5 passive points just to get fortify, 4 points just to get melee splash, you are required to invest in all that, and still build dps and other defences
Last edited by suriuken#0100 on Dec 4, 2023, 3:13:20 AM
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Pizzarugi wrote:


I think the problem with melee is much deeper than that. What I feel like is happening with melee is that GGG has absolutely no idea how to address it without breaking the game or violating one of their many design philosophies. How do you go about making melee a desirable archetype without turning it into the most broken thing in the game, or without adding items which would probably throw their precious mUh EcUnUmiE into turmoil?


i play predominately melee and comparing it with casters the answer is obvious to me:

while there are many issues and facets of this, the thing GGG should start (but never tried) is:
melee needs more BASE damage. simple as that.


when you do a breakdown for passive allocation youll see that casters in general spend A LOT less on damage, freeing up the utility and defensive passive options.

melee.. not so much. i think old GGG team designed melee to be mostly phys and STR 'fixed' that somewhat. but nowadays the bonus you get from STR is just a drop in the ocean. to get on par (required by the content) you have to spend passives on various weapon nodes, nodes that are mostly hot garbage and inefficient (5 points for Fortify or garbage gem..)


doubling damage on a Cleave wont turn it into 'everyone plays it'. it will roughly match Reap. but without all the +gem scaling Reap has, without the range, without the DoT part.

Boneshatter, despite its 'i will kill you' drawback is popular because damage is there. that ALONE is proof enough that the problem with melee is NUMBERS and devs are stubborn and dont want to try it


it really is all about numbers. if I do not have to spend 60 passives on damage I can get tanky (the options are there) and do fine. but unless you use THE setups (you know, abyssus, paradoxica, voidforge) you have to overinvest into damage to reach 'enough' damage.

melee's problem is not coverage nor clicking - some people dont mind or even like this playstyle, me included. problem is - Reap and Cleave are visually the same, play similarly and yet Reap mops the floor with Cleave for 1/10th of a cost

- crafting phys weapons is a nightmare
- +gem scaling is very cheap and EXTREMELY effective
- melee's equivalent of +gem on an amulet is +20 phys damage to attacks. is that a joke or something?


dont overcomplicate it, just buff the damn numbers FOR ONCE and see what happens. GGG, you never did it, dont pretend that 'it doesnt work', you never tried.



"
sidtherat wrote:

i play predominately melee and comparing it with casters the answer is obvious to me:

while there are many issues and facets of this, the thing GGG should start (but never tried) is:
melee needs more BASE damage. simple as that.


when you do a breakdown for passive allocation youll see that casters in general spend A LOT less on damage, freeing up the utility and defensive passive options.

melee.. not so much. i think old GGG team designed melee to be mostly phys and STR 'fixed' that somewhat. but nowadays the bonus you get from STR is just a drop in the ocean. to get on par (required by the content) you have to spend passives on various weapon nodes, nodes that are mostly hot garbage and inefficient (5 points for Fortify or garbage gem..)


doubling damage on a Cleave wont turn it into 'everyone plays it'. it will roughly match Reap. but without all the +gem scaling Reap has, without the range, without the DoT part.

Boneshatter, despite its 'i will kill you' drawback is popular because damage is there. that ALONE is proof enough that the problem with melee is NUMBERS and devs are stubborn and dont want to try it


it really is all about numbers. if I do not have to spend 60 passives on damage I can get tanky (the options are there) and do fine. but unless you use THE setups (you know, abyssus, paradoxica, voidforge) you have to overinvest into damage to reach 'enough' damage.

melee's problem is not coverage nor clicking - some people dont mind or even like this playstyle, me included. problem is - Reap and Cleave are visually the same, play similarly and yet Reap mops the floor with Cleave for 1/10th of a cost

- crafting phys weapons is a nightmare
- +gem scaling is very cheap and EXTREMELY effective
- melee's equivalent of +gem on an amulet is +20 phys damage to attacks. is that a joke or something?


dont overcomplicate it, just buff the damn numbers FOR ONCE and see what happens. GGG, you never did it, dont pretend that 'it doesnt work', you never tried.

Yes. Now you can do 30-50mln dps in melee build, but it would be GLASSCANNON. And you have to either leech endlessly (and still die sometimes) or die endlessly... Or, you can use middle defences, but damage drops to uncomfortable or ridiculous values.

You expect monstrous melee damage AND good melee defense from a melee character (a fun meat grinder). OR good melee damage AND monstrous melee defense. And you get endless deaths)))

I fink all about the party game. What will monstrous defense or solo damage turn into when playing a party? It's impossible to balance it. Becouse party sinergy only three people (dd, aurabot, cursebot) destroy the game.
Last edited by Alesai#6317 on Dec 4, 2023, 3:47:17 AM
It's clear that the only enjoyable game mode is SSF and the trade economy creates a toxic environment. Game SHOULD be balanced around SSF/coop which means ACTUALLY farmable divination cards and uniques and deterministic ways to acquire things like the second forbidden jewels, while maintaining the feeling of "making do" with what you get.
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sidtherat wrote:
while there are many issues and facets of this, the thing GGG should start (but never tried) is:
melee needs more BASE damage. simple as that.


But wouldn't we be seeing more builds around skills that have base physical damage then? Like e.g. Sweep (which I think is a decent skill all around, despite not being meta thx to GH/Bonezone)

I think it's more of a scaling issue where Casters have access to crit, ailments (when was the last time you saw a melee bleed build, and is melee ignite even a thing?), conversion and so on and so forth, while melee has Precise Technique and Impale

I don't nearly play as much melee as you do so I'm sure you have more insight into this than me

I don't think GGG will be able to address melee mechanically in PoE-1 and I wonder if they'll try to change it substantially before PoE-2 is out. It's a fickle balancing issue
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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DeLJaDe wrote:
It's clear that the only enjoyable game mode is SSF and the trade economy creates a toxic environment. Game SHOULD be balanced around SSF/coop which means ACTUALLY farmable divination cards and uniques and deterministic ways to acquire things like the second forbidden jewels, while maintaining the feeling of "making do" with what you get.


will i understand the reasoning behind the wish "ssf should be the main game", its simply wrong

ggg alawys said they never wanted a ssf and that the game will be focused on playing with trade

will the no trade/trade thing is just a personal preference (which means there is no right or wrong answer) its gggs game
so they get to decide how the game should be
Let alone the fact that even before starting to play a melee build, you already know in advance that you won't be able to match bow builds' farming and currency generating speed efficiency... Which in turn means that your purchasing power (the value of your own currency inside the economy) will get crushed by theirs.

It's a shame that players gravitate towards what's the strongest and most efficient every single time, but that is a known fact within game design.
So unless the game developers do something about it nothing will change, and good game designers are supposed to act when the meta has been this way for way too long.

Just check the youtube: content creators, streamers and players as a whole are already rejoicing in anticipation to play Tornado Shot and Lightning Arrow once more, for some obscure reason it's been buffed... And coupled with Tinctures and Charms oh god.

Following basic analysis and observation I expect another league where 30-40% of the meta will be represented by Deadeye, Tornado Shot, Lightning Arrow and Pathfinder. That number is not an exaggeration, sadly, judging from the past 5 leagues.

People are defending this and criticizing me, but really they are just insulting their own intelligence when going up again plain old objective mathematical numbers and statistics.

I made a more in-depth reddit thread about it, if you want to ''laugh'' at how people are calling the world's biggest idiot. I guess it was a mistake, even though I'm simply trying to fight for (much) better game balance for everyone's benefit.

https://www.reddit.com/r/pathofexile/comments/189u9qe/still_no_significant_balance_changes_extremely/
Affliction and Necropolis worst leagues ever. The current game design has slowly turned this game into a loot-shower fest, chase uniques are way too available; and obtaining chase items through stacked decks and valdo's boxes simply isn't fun.
Last edited by Senju_Hyoketsu#6098 on Dec 4, 2023, 5:01:46 AM
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Senju_Hyoketsu wrote:

I made a more in-depth reddit thread about it, if you want to ''laugh'' at how people are calling the world's biggest idiot. I guess it was a mistake, even though I'm simply trying to fight for (much) better game balance for everyone's benefit.

https://www.reddit.com/r/pathofexile/comments/189u9qe/still_no_significant_balance_changes_extremely/

It would be great to see the balance in the game and play with the skill you like. But it doesn't look like the balance will ever happen.
melee bad?

just play replica alberons reave and have 200 mil dps on mid budget
"buff grenades"

- Buff Grenades (Buff-Grenades)
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ArtCrusade wrote:
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sidtherat wrote:
while there are many issues and facets of this, the thing GGG should start (but never tried) is:
melee needs more BASE damage. simple as that.


But wouldn't we be seeing more builds around skills that have base physical damage then? Like e.g. Sweep (which I think is a decent skill all around, despite not being meta thx to GH/Bonezone)

I think it's more of a scaling issue where Casters have access to crit, ailments (when was the last time you saw a melee bleed build, and is melee ignite even a thing?), conversion and so on and so forth, while melee has Precise Technique and Impale

I don't nearly play as much melee as you do so I'm sure you have more insight into this than me

I don't think GGG will be able to address melee mechanically in PoE-1 and I wonder if they'll try to change it substantially before PoE-2 is out. It's a fickle balancing issue


the skills with base phys have drawbacks that compensate them. the end result is that most skills with 'regular mid-endgame' gear deal similar damage for the similar investment

there are outliers however, you can spot them on poe.ninja: BoneShatter, previously Lightning Strike and Spectral Helix. these skills have built in or easily available ways to significantly boost their damage above 'the norm'. in the past we had 'hydrosphere trick' for Smite/FrostBlades/MoltenStrike, now we have return projectiles for Molten Strike and Nimis

note: even in perfect scenarios these builds hardly reach mid-ivestment caster setups and are completely obliterated once mirrors start flying


as for the Sweep it is a sweet skill but .7 attack speed modifier coupled with average %effectiveness means that the flat phys is easily absorbed (unless Voidforge, then it is great). same applies to all other skills with flat damage


it should be proof enough that STR stacking melee is fine, while non-stacking is not. the problem is as simple as damage.

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