To everyone who ever argued "melee is fine"
"melee was fine" BTW
I love that GGG used an actual testing methodology. Please GGG more of this. So if you don't know what I'm on about listen to Mark in the Q and A describe their methodology for how much they buffed melee skills and then look at the numbers they derived from their testing method. Now I'm not saying some of these wont be busted or still junk (many just have mechanical issues), thats a given when they make wide ranging changes. I'm also not saying their methodology was correct but it sounded good to me in principle and I'm not trying to be negative just leaving that open to possibility. Either way I'm impressed. I know many of these buffs will be followed by nerfs because lets face it: this type of game has too much chaos to be truly predictable except in the most general sense. I am saying that anyone who ever triggered me or any other melee thread maker in the history of this forums (yes I was here much further back than this accounts join date) that we now have a bunch of numerical somewhat scientifically derived objective proof of just how wrong you were about how "fine" melee was. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4. If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. Last bumped on Jul 19, 2024, 9:53:51 PM
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Melee was fine. You need to stop thinking in terms of Uber bosses in ssf hc.
Melee can clear the campaign. Melee can feel good. Melee can be somewhat competitive in T16s. Meanwhile you have D4 which encourages you to measure every character by a never-ending tier of greater rifts. PoE2 is also going to have significant balance problems, but melee is still fine if it can push to a certain (currently undefined) tier of maps in my eyes. DD wasn't the only 'fine' skill in this patch either, nor was some dud magic find archer build. Quit blowing stuff out of proportions. You've not a genius for claiming that melee isn't great at Uber bosses - hell, it probably never will be. |
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hey, you can survive on minimum wage! minimum wage is fine!
(i always wonder why people who claim melee is fine never actually play it) and while GGG thrown heaps of increased % they, quietly as ever, took with the other hand this time: attack speed. typical melee build lost A LOT of attack speed. i doubt these % increases are enough to turn this entire change into more than 20% net buff. and im generous now. loss of rage and berserk + protector is HUGE. that was a lot of attack speed, A LOT of it. |
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" I’m worried about the berserker changes but maybe it’s ok. I’m most worried about the move speed losses when you use rite of ruin. I was excited for some trauma action with the % increases until I saw it was nerfed. Which is funny cause phys taken as being gutted makes trauma hard to run without pdr shenanagins. Need pob to be sure though . |
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" Lot's of this "melee was not fine" talking was nothing but players parrot after the words of their favorite streamers. In most cases meaningless whining cause melee did required more skill and knowledge than other archetypes and had a slower pacing to tackle Ubers especially in hc, a mode that's know to be out of touch in terms of base game balance since years. But you can tell that some people didn't really played much to actually know that melee wasn't entirely garbage like some claim. Not playing at all or being a rather new player gives you little to no knowledge to overcome the difficulty melee has to offer after all. But watch the same crowd still cry about melee being bad cause they still have to get good with the more challenging archetype after all. Some higher damage numbers won't fix the lacking skill or knowledge of some players after all, and watching favorite streamer x all day ain't gonna fix that either even with a proper provided build guide lol Flames and madness. I'm so glad I didn't miss the fun.
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Normalizing melees damage to make up for increased skill required isn’t a bad thing.
It doesn’t hurt anyone if melee is more playable by casuals. |
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" you've got a good point here fortunately for me at least I always hated the attack speed crutch of protector and am not sad its gone. The higher base damage we'll have will make slower melees much more viable. That said I've not dug very far into the patchnotes. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
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Slow melee is only fine if there aren’t a bunch of proj mobs in the zone. Eater laser beam dudes will delete you
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What are you talking about? They basically parroted what the community has been saying for years. The numbers melee can output and take do not match up with the uptime. Incredibly basic.
Melee didn't get esp bad until around the Fortify change which was the same time as Pure physical / Impale got hit hard, Second-Wind aka Enduring Cry, Immortal Call. After Expedition they then gave around 3 years of Power Creep back to Casters, Buffed bows for some reason and left melee. Melee was an uphill gearing battle but it still felt worth the time if you were a melee player. After all those trash changes, I at least no longer felt it was worth my time. "Never trust floating women." -Officer Kirac
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+1
If melee was fine, NOT 44% of all champions will play EA ballista every league, neither all that bros juggernauts runing boneshatter variants or RF setups because nothing else provides enough ofense for the required specing in defense a close combat class demands. Despite of buff in raw numbers, remember melee always will have a worser damage aplication (run-target-position-hit-getslamedgangbangedx10000 vs pewpewpew outscreen kite pewpewpew) than ANY ranged approach. Last edited by Halugar#0425 on Jul 18, 2024, 9:54:54 PM
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