My first weekend impressions of settlers

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Mashgesture wrote:



So basically the mechanics are antitrumelee in the sense that mapping is antitruerange where you have to aim at every enemy rather than having area clear.

It would be like mapping with barrage on old deadeye farshot where all your shots are in a single line. And then complaining about things being antitruerange.


What I am seeing here is, because heavy strike, a horrific single target skill, much like barrage, cant do area clear reliably, making these mechanics requiring area clear hard to do.

Has nothing to do with "trumelee" or whatever term we want to make up, it has to do with a gem not designed for area, much like barrage.


the problem is at a fundamental level where poe was designed from the ground up so that everyone starts "classless".

some games balance trumelee game play various ways. diablo series has a lazy but efficient way where any melee class gets a 30% damage reduction slapped on top and called it a day.

other games may introduce "melee" skills that have a ranged component but with a cooldown, which in today's environment is very inefficient (1 main skill ftw).

the thing about anti range is range can perform well in almost any situation. they can go close range or hang back at range.

lining up your shots is an expected skillset for ranged players. the thing that is truely anti range is the proximity bubbles, which force range characters to go close ranged.

here you can see that for almost any situation, ranged has an answer. go close, line up your shot, spam. whatever. you're doing damage. sometimes you do good damage, sometimes you miss your shots, you do shitty damage. but in all cases your damage uptime is somewhat constant.

compare that with melee. sirus summons a dot ball at his feet. if you're playing tru melee what do you do? you run around waiting for him to move out of the ball or for the ball to expire. running into the dot ball is a suicide.

what do you do if you're ranged? u spam as normal. for sure there are things that are anti ranged. but it is nowhere as bad as anti tru melee which makes ur dps output down to zero.
[Removed by Support]
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exsea wrote:
"
Mashgesture wrote:



So basically the mechanics are antitrumelee in the sense that mapping is antitruerange where you have to aim at every enemy rather than having area clear.

It would be like mapping with barrage on old deadeye farshot where all your shots are in a single line. And then complaining about things being antitruerange.


What I am seeing here is, because heavy strike, a horrific single target skill, much like barrage, cant do area clear reliably, making these mechanics requiring area clear hard to do.

Has nothing to do with "trumelee" or whatever term we want to make up, it has to do with a gem not designed for area, much like barrage.


the problem is at a fundamental level where poe was designed from the ground up so that everyone starts "classless".

some games balance trumelee game play various ways. diablo series has a lazy but efficient way where any melee class gets a 30% damage reduction slapped on top and called it a day.

other games may introduce "melee" skills that have a ranged component but with a cooldown, which in today's environment is very inefficient (1 main skill ftw).

the thing about anti range is range can perform well in almost any situation. they can go close range or hang back at range.

lining up your shots is an expected skillset for ranged players. the thing that is truely anti range is the proximity bubbles, which force range characters to go close ranged.

here you can see that for almost any situation, ranged has an answer. go close, line up your shot, spam. whatever. you're doing damage. sometimes you do good damage, sometimes you miss your shots, you do shitty damage. but in all cases your damage uptime is somewhat constant.

compare that with melee. sirus summons a dot ball at his feet. if you're playing tru melee what do you do? you run around waiting for him to move out of the ball or for the ball to expire. running into the dot ball is a suicide.

what do you do if you're ranged? u spam as normal. for sure there are things that are anti ranged. but it is nowhere as bad as anti tru melee which makes ur dps output down to zero.


So not answering me about barrage, ok lol. Hint: Its would be just as bad as heavy strike.

This is a really easy question.

How is a mechanic that heavily incentivizes area damage "antitrumelee", when your whole premise relies on a single skill/setup without area damage?
Mash the clean
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Mashgesture wrote:

So not answering me about barrage, ok lol. Hint: Its would be just as bad as heavy strike.

This is a really easy question.

How is a mechanic that heavily incentivizes area damage "antitrumelee", when your whole premise relies on a single skill/setup without area damage?


i sidestepped barrage because i already mentioned how ranged has a myriad of ways to deal damage. if you're having problem lining up your shots, thats a player mechanical issue. as for farshot builds in particular, that is something you opt into.

before i continue, i m not even talking about heavy strike having no aoe component. i m talking about the flaming tornadoes denying trumelee-ers a place to stand and do damage.

its also why i brought up sirus and his dot balls. same concept different size.

if your next response would be along the line of "oh then you should have done a,b,c etc" to fix your issue, then my response is, that shows how different strikers are vs other skills.

other skills dont require fixing. they work on the get go. how do other skills deal with area denials? they have huge ass aoe. they have a long range etc. those are all built into other skills except trumelee strike skills.

actually to be honest, i dont see the need to continue this topic as the devs themselves already did acknowledge that poe melee is bad. its so bad that they rather make poe2 a separate game rather than stick to their original plan.
[Removed by Support]
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exsea wrote:
my 1st weekend impressions

fuck. this is good. good job ggg.



basically have to echo this as summing up my feeling nicely.

For the first time ever I'm letting my kids play (the youngest is now old enough for the uncomfortable "uh what the hell is going on in the lunaris temple moment") and they are addicted to sending ships out finding new gear and upgrading stuff. Ruthless is actually the perfect place for new players BTW. Despite what some ppl think.

this is a banger update and if it doesn't go core I'm literally going goblin mode on the feedback forum on their anti-average gamer sweaty focused balance choices... like more than usual.
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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exsea wrote:
very long answer that didnt answer my question



Heavy strike, is a single target melee skill.

Barrage is a single target ranged skill.


Both would be horrific at aoe requiring mechanics, like the aforementioned petrified amber tree in the original post.

You would fail that mechanic or lose A LOT of ore with barrage.


Thats not "antitruarchetype" at all. Thats just anti those specific gems. Kind of like a gem setup for bossing versus mapping.

There is no "trumelee" in this game. Its just melee. Standing and hitting is played on all slam skills fyi. The reason THOSE skills get away with it on mechanics with an advantage to clear is....


Ding ding ding, --->aoe clear potential<---



The tornadoes are anti everything, thats kind of their purpose, they chase you around. Dont stand in them. If a mob is under them than hurry up and kill them with your single target skill you are so hell bent on using and you win.

Unless you're a squish fest and somehow die to them than thats not antitrumelee thats just being a glass cannon.

Mash the clean
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Mashgesture wrote:


There is no "trumelee" in this game. Its just melee. Standing and hitting is played on all slam skills fyi. The reason THOSE skills get away with it on mechanics with an advantage to clear is....


Ding ding ding, --->aoe clear potential<---



The tornadoes are anti everything, thats kind of their purpose, they chase you around. Dont stand in them. If a mob is under them than hurry up and kill them with your single target skill you are so hell bent on using and you win.

Unless you're a squish fest and somehow die to them than thats not antitrumelee thats just being a glass cannon.



i ll cut it short as the entire "tru melee" debate has existed for a very long time. a lot of mechanics hurt tru melee more than others. that simply is an objective fact.

in any case GGG has acknowledged that the tornadoes are an issue and have changed the behaviour abit so its less damaging and etc. and i see that as an improvement.

forgive me for i will just end our discussion by agreeing to disagree. i've been thru this a lot and i m just too lazy to keep going down this rabbit hole.
[Removed by Support]
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exsea wrote:
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Mashgesture wrote:


There is no "trumelee" in this game. Its just melee. Standing and hitting is played on all slam skills fyi. The reason THOSE skills get away with it on mechanics with an advantage to clear is....


Ding ding ding, --->aoe clear potential<---



The tornadoes are anti everything, thats kind of their purpose, they chase you around. Dont stand in them. If a mob is under them than hurry up and kill them with your single target skill you are so hell bent on using and you win.

Unless you're a squish fest and somehow die to them than thats not antitrumelee thats just being a glass cannon.



i ll cut it short as the entire "tru melee" debate has existed for a very long time. a lot of mechanics hurt tru melee more than others. that simply is an objective fact.

in any case GGG has acknowledged that the tornadoes are an issue and have changed the behaviour abit so its less damaging and etc. and i see that as an improvement.

forgive me for i will just end our discussion by agreeing to disagree. i've been thru this a lot and i m just too lazy to keep going down this rabbit hole.


Thats fair,

I mean yea "trumelee" is just some made up term that seems to revolve around one skill being horrific for a scenario. But then applying that same logic/reasoning to a skill that is ranged, the idea becomes off limits (barrage), its inconsistent and irrational. Kind of highlights why it has nothing to do with what type of skill it is but what its actual radial mechanics are or are not (clear or single target).

You could call it a debate but the idea behind "trumelee", at least from the conversation so far, doesnt even begin to start as a valid view point. You cant just go "oh yeah well trumelee skills suffer at this mechanic because heavy strike..."

when in reality, its the skill itself that suffers at this mechanic, not anything to do with some blanket made up "trumelee" term.

But, agree to disagree I suppose, I just slam and ... stand, and slam and... stand, with the mobs and tornado/tree in my face.

Shame about the tornado nerf, was not really an issue from what I could tell but GGG makes the game.
Mash the clean
Last edited by Mashgesture#2912 on Jul 29, 2024, 5:33:21 AM

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