Melee - The 2H Experience [Survivability Solution]
@Xendran
2H needs a weakness, just like other playstyles do, simple as that. There used to be a paragraph of stuff but it was all irrelevant bs. ✠ ✠ Last edited by wiggin#5896 on Apr 28, 2013, 1:58:02 AM
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" Well let's look at it, 2h mace/axe/sword build has no block, less armour, hp/es and resists than other builds. You typically don't have anything other than a decoy totem either and few ranged options (please don't joke about LS). They're not in a great spot considering the stupid amounts of damage you take. Besides, to me, deflection/parry is a way to buff basically all melee, which is necessary imo. I seriously don't think it would be hard to keep relative balance by adding it, even if you do give a little bit more to those who need it most. 2h Melee will still be weaker defensively than the rest. If the increases to the base parry/deflection DR are mostly tied to melee damage nodes in the form of weapon specialization, it would also encourage taking more of those nodes, which would in turn help offense/defensive passive balance overall, I think. It would be pretty positive for a number of builds that do struggle for damage too. |
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I'm running city of sarn to level because my 2Hander gets murdered by voidbearers in docks.
Having a shield with extra resists would be nice, but not having to have triple res on all gear would be nice as well. R.I.P. my beloved P.o.E.
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Problem with making 2h more defensive is that there is dual wield playing that role already.
Problem with resists is this that they implemented the penalties in past. Problem with adding defensive ability to all melee weapons is that they would buff spellcasters as well. I have nothing against pairing defensive passives with melee weapon damage at all, I think it is the right way to go. Devs just need to think a bit further than "oh look, 2h is crappy defence wise, let's buff it". ✠ ✠
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