So these melee changes...
I don't know if the new nodes are going to be point efficient in terms of pathing.
Is hard to say if melee range left bottom side is tankier or not. If you get like 85 all res with 4 endurance charges. You are tankier. But a lot of phys to ele was removed. The go to uniques to become immortal are in a much more dire state. Still usually bad rolls that players used to ignore are now the max. Notably defiance of destiny maxes at 20% instead of 35% so even with quality the best one now is going to be worse then the worse one last patch. From what ggg says the new bases and qual change gives you roughly what you had before the determination nerfs. Also much more max res on the tree. Maybe they should buff loreweave. I can see phys damage being an issue. Mana is going to be an issue. Not to Menntion manaburn from tinctures. Blood magic might be a go to band aid. Lack of attack speed is going to be an issue. Some mods have been changed or removed. Probably rolled into the gems Surprisingly they didn't change accuracy. Probably a net buff after a build comes together. I mean flicker strike has 400% effectiveness now, it had to be playable. I think minion builds are in a much tougher spot since they usual are pretty stat starved and have less affixes. But they will be fine because if how minions function. |
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I think a lot of people saw the percentage scaling and were like YAY its good again, it's not though. There is still so much lacking - actual armor for melee should matter but it really doesnt matter much if you have 70k, 120k or 200k if you have maxed res and you're a caster or ranged you can take the same hits, it makes no sense. Theres so much "everyone is the same" it cancels out any difference and there is so much potential for having actual differences in classes and not so much similarity.
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Couldn't disagree more.
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My initial prediction is this will be a definite overall buff for those who specifically want to no life, min max a melee build, but that effort would still be more efficiently spent on non-melee.
for most people (those with mediocre skill and moderate game time) the result will be one less button to press from the lack of totem at the cost of removing that layer of safety and more reliance on gear for defence and damage, the result being an effective nerf compared to ranged builds (spells particularly). I will of course try some kind of slam build, which I enjoy mechanically, but since I am a terrible player and don't trade, I predict I will just go caster at some point...the only question being if I get more or less mileage. |
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