A change to melee (yes this again)
Maybe you guys could take a look at why 95% of melee builds are just strength stackers with the same exact items and gem setup + attack gem of choice? It's all replica alberons and void manipulation, literally the ONLY build that isn't would be BS - absolutely every skill you check on poe ninja the top dps x 10+ will be strength stack. It's made the game so everyone running round is identical apart from maybe a few expensive items, all the same build, same tree, same gems... talk about fricking boring lol... you can build without strength stacker but then the damage is gimped hard by 10's of millions haha it's really curious you've taken the game in this direction.
I also notice the advantage of playing ranged vs melee is still after a decade ridicuolously imbalanced and the rare league you do give melee a tiny buff it gets nerfed the next lol. Slams suck. Plain and simple when they should be awesome and fun and dominant. I just don't get it. Even button spamming warcries and stuff, they're still crap. Shouldn't have to spam combos of buttons to get 1/80th of the damage that 1 button ranged bro will get. BALANCE THE GAME A BIT BROOOOOO it doesn't affect anyone by making things strong but it affects a hell of a lot by making so many gems and skills pointless. I won't even go into how worthless "armor" is in this game when Ive seen a guy with 87 MILLION get 1 shot and he has a smaller pool phys hit max than some stupid caster class with a robe on... RIDICULOUSSSSSSSSSSSS Last bumped on Jul 9, 2024, 2:51:08 AM
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Its because despite constant comments to the opposite the only thing stopping melee being viable already is numerical values, str stacking is extremely passive efficient and makes it so you can play just about any attack skill on the framework specified.
You can make anything fast, clear the screen, do big boss dps, be tanky but its just a complete ballache when your passives are at such a high premium to get to an acceptable base stage. That problem isn't just shared with most melee skills incidentally its the primary factor that holds back most low performers and what makes most over performers stand out, its just that melee has the tightest requirements to begin with so ends up with the tallest nails so to speak. Also armour isn't worthless, but it does have some source issues associated with determination providing too much and the passive tree providing too little. Last edited by Draegnarrr#2823 on Jun 30, 2024, 5:39:21 AM
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They claimed melee is on high priority list right now, so if I will not see the damn totem buffs which 99.99% of players wants to get removed or offered very good alternative to it, I might quit poe till poe2(which fair enough they do not care about).
XXX stacking got ridiculous quite some time ago and instead of nerfing these "flat sources" with nearly infinite potential, we get skill gems nuked. Spell suppression still the same issue as when introduced, but there is 1 difference - half of the tree has easy time capping it the second one does not. Fortify is unreliable due to its duration and way of getting stacks(in hard enough content where you need it the most) Why cant we have decent fortify scaling like we used to, when they clearly do not want us using spell suppresion. Exerted slams being this "weak" considering how many buttons and buffs you have to manage is just a pure joke compared to roughly every other viable build in this game. |
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nothing that has not been said before:
1)dependance on totems sucks, Totems should be something we build around not a must solution: nerf totems buffs, change totem skills so modifiers to totems also apply to their buff at a % of its value. as an example: Ancestral Protector (current) Totem lasts 12 seconds Summons a Totem which uses this Skill (10-20)% more Attack Speed while Totem is Active 50% increased Totem Placement speed +(1.6-1.8) metres to Melee Strike Range posible option: Totem lasts 12 seconds Summons a Totem which uses this Skill (0-5)% more Attack Speed while Totem is Active modifiers to totem attack speed apply to this totem buff at a % of its value 50% increased Totem Placement speed +(1.6-1.8) metres to Melee Strike Range 2)damage scaling is bad. best 1h weapon elemental DPS in necropolis league has give or take a combined elemental damage of 750 which is bad compare to a lvl 20 spell or one of the str stacking items. solution: increase the flat added damage on melee skills. 3)defence: with all the spike damage flying around range is the best defence solution: add defence multiplier nodes to melee attack keystones, say: Bone Breaker (current) 30% increased Physical Damage with Maces or Sceptres 12% increased Area of Effect Mace or Sceptre Attacks deal 30% increased Damage with Ailments possible 30% increased Physical Damage with Maces or Sceptres 12% increased Area of Effect Mace or Sceptre Attacks deal 30% increased Damage with Ailments 3% more defences (armour/evasion/ES) while having a mace equipped note: this wont apply to wand or bow keystones since they are ranged and staff keystones like enigmatic defence because they are oriented to spells. self found league fan http://www.pathofexile.com/forum/view-thread/324242/page/1 Last edited by caboom#7201 on Jun 30, 2024, 9:31:33 AM
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Side note, the charm that gave you explody with warcries in affliction league was really cool.
The berserker charms made absolutely no sense outside of the warbringer one. They were based on the old berserker ascendancy before i think 3.13 changes. It appeared to me that ggg didnt even know what the berserker ascendancy points did in 3.23 outside of warbringer and max rage. The instant leech and the warcry explody didnt make sense. The warcry explode charm was cool though. That should be a line on echoes of creation. Or some way to get that mod that makes sense. It would have made more sense to turn call to arms call into warcry corpse explode and making the charm a hint, rather than warlords call. at the cost of only getting 1 totem buff max, or that it wouldn't work with instant warcries. Last edited by Lonnie455Rich#2087 on Jun 30, 2024, 12:16:42 PM
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Agree with totem comments - the flat phys weapons have become almost pointless. I'm messing around in standard and you can get a 1200 dps 1 hander and the build damage around it vs a 120 dps weapon with spell damage + str stack is ridiculous haha!
I just brought a 1500+ dps staff the other day and tried several builds - BS of course this was fine, few variations of slams - one pure phys / brutality and one with elemental / hatred and of course the elemental one was way higher dps but the actual viability of the build sucked. I could delve "ok" with boneshatter but trying it with a slam got me mashed, mapping was ok but bossing was really slow and tiresome! Doing the same with my SST he absolutely destroys ALL content - just more rage for the ranged vs melee arguement. I can stand off the screen with uber elder for example and just mash my attack key and with Nimi's he dies without me even seeing him, on occassion I have to move to another corner and thats it lol Anyways I've heard the rumours of buffing melee but I bet all they do is add 6-9 more phys damage to some gems instead of bringing slams and other skills up to par with ranged/chaos stack... err strength stacking. It'll be a happy day when I can get 15mil+ dps on the top line of my POB for heavy strike without needing 2500+ strength and void manipulation lol! Might aswell just use a wand since some of them for no apparent reason have more phys damage than most maces which other than frostbreath really get 0 use, another thing that needs to be made great - not just stun, more dps or a variation on attack nodes/or strikes that makes them really fun. I only saw 1 half decent build this whole league with it and it was a low dps mace with a bunch of socketed gem addons, the 1400 dps mace I had was worthless lol Unreal. |
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" When we had divergent trauma and phantasmal ancestral protector heavy strike was kinda lit. All sources of overwhelm working on impale would be something. Fact of the matter, they don't want phys builds to be good. Over the years they probably have some decent data on what sells more mtx and the types of skills they have converged to making strong, they most likely sell the most of. Last edited by Lonnie455Rich#2087 on Jul 2, 2024, 10:25:45 PM
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Oh bro I dunno why they changed the gems up - heavy strike with knock back is actually so tedious... it makes me grind teeth lol.
10+ years on and some armor still has no pants so I guess what do I expect.. I've spent tons of money on stashes and stuff over the years it's just crazy to me they want to gimp one major class so drastically when the interaction of players doesnt affect anyone elses out comes - like if 1 player was dominating the game somehow and affecting everyone else then I get a nerf but in this instance I don't understand why we can't be better at something - we're not as tanky as casters/ranged with ES/Phasing etc and we do way less damage so why don't they just remove melee and call it Path of No Melee? My friends RF has 73,000 or more ES and he said like 19k HP as well (standard) I mean come on man, how's that ok but a melee bro with 120k armor and 5k hp just gets 1 shot over and over by lots of things... They don't read the feedback anymore aye? Hahah FML |
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you may not like to hear this but any melee suggestions are wasted at this point.
ggg's focus is on poe2. the resources etc flows into poe2. it may take a while before GGG finally decides to do something about poe1 melee. it might not even happen [Removed by Support]
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" Yep every league copium, every patch notes depression. Way she goes brother. |
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