Melee vs Ranged - Possible Sollution
"If you're only getting one hit off of LS per attack, you're doing it wrong. Especially if Chain is involved in any way, shape, or form. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jul 11, 2013, 9:49:53 AM
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" It works quite efficiently so I don't think I'm doing it wrong. I just follow melee "LS" path and don't use it as lighting spear equivalent :) I have LS-Multistike-BM-LL-MPD-FA-Blind using Bringer of Rain. Will switch to 20%Q LS after I level one. Considering, that after few swings mobs are blinded, my attacks are effective, so still LGoH would be outperformed by LL by far. And probably for a reason LL is from lvl 31 and LGoH is from lvl 12... But OK. lets assume that we will follow your path. What about rangers? For example RoA rangers? Anticipation slowly dissipates... Last edited by tmaciak#3784 on Jul 11, 2013, 10:04:04 AM
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Hey Scrotie!
I have no melee chars, just some ranged ones, so I won't be stating my ideas on how melee works. I just don't know as I've never tested it in endgame maps and I would feel totally stupid to make some assupmtions on how it should work. I believe you understand it perfectly. I would like to get some more insight on it from you! As I assume from your posts regarding melee vs ranged disparity in this topic, you must have an extensive knowledge on the actual gameplay of melee build in endgame. question 1) Could you please tell me what maps you've been to with your main melee char (and on which league)? question 2) Could you please tell me what is your main melee char, what's its build? I am wondering what is the base for your ideas in this topic. EDIT: I found however a statement of yours: " Concerning the ranged characters. I would assure you LL is not OP, it's just a bare surivability minimum. I have only been to lvl 75 maps max (recently running lvl 70-73 mostly). I have 9k armour, 77 all res, and 6 K DPS on my EKs, 5.5K ES CI Witch. You can find the gear below and judge if that's endgame gear, or some trash.
gear
Kinnat, battlemage With that: a) gear b) passive build c) active skills d) LL I am able to run maps 73+. Without any of a), b), c) or d) I wouldn't be able to do that with acceptable death count. I may be wrong, but it's no vendor trash gear, and my build is also quite defensive. It's not the fact that a caster just needs the LL to survive. A caster needs LL and some serious gear investment. I assume you tested comparable or higher level of maps with comparable level of gear to state that LL is too OP for casters. question 3) Could you please tell me what caster builds you used in maps that felt OP because of the fact you were able to use LL as a caster? It would be best if you'd link the build and your gear, if that's not a problem? question 4) I assume that you were able to do some maps lvl 73+ easymode with trash gear because of the fact you used LL as a caster? Could you please provide me with a description of encounters you found trivial because of LL? IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S) ☄ 1.0.0 The Butchery of Mages Patch Last edited by entropus#2713 on Jul 11, 2013, 12:00:32 PM
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" And by improving melee survivability WITHOUT messing with Passives or Items, I'm letting you get more offensive nodes to do more damage. I agree dealing more damage helps " Where do two-handed weapon melee go? You force them to wield a shield or get the "titan grip" keystone? You call that a fix? Here's some food for thought: Ranged barely get hit, and when they do, they can survive 2-3 hits. Melees need to be able to facetank a little. You're going to possible get yourself surrounded by mobs, so you need to be able to survive more than 5 simultaneous attacks - by dodging, mitigating, whatever. Several gameplay styles need to be supported. I've made my suggestions on Evasion through "Balance Gauge", as well as this. Both of them would be an improvement. Perfect? Not a chance. There's certainly better. But at least my suggestion doesn't skew or screw any kind of build, nor force players into certain gimmicks. Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro. |
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"Yes. "Seriously not that much. I use Cleave in races almost every time I race. So at the end of a longer race (say, 3 hours), you're in Cruel with crap gear because you've sped through Normal at mach three. Yet you're still hardcore melee. So how to survive? Yes, life helps. Obviously. But the most important thing in my opinion is stunning. I'm normally going elemental Cleave templar, so it's not like I have stun nodes, or even the Stun support... instead I'm just counting on my attacks to keep enemies relatively locked down. In order to do that, I need to be doing good damage; the chance to stun caps at 50%, and although I'm normally only two-shotting enemies on crits, I'm virtually guaranteed to die if I'm not consistently three-shotting them. Of course, it's Cleave, so the DPS is pretty good; other melee skills are not so lucky. The point is that playing under this mode makes you really see how closely damage and survivability are linked. When I start having to four-shot enemies, that's when I start to get that sinking, "I'm going to die unless I get a good drop real soon" feeling. There are some diminishing returns — going past two-shotting doesn't give a huge survivability boost — but in general DPS output is the most important element of melee survivability in races. I feel that's how melee should really play out, not some overgeared facetank mitigate-everything nonsense. I want it to still matter what direction I'm Cleaving in, and thus which enemies I'm stunning; I want to be manuevering so my character is going for that Cleave-optimized half-surround, rather than the Full Surround of Impending Death. The problem is that this pattern isn't sustainable, because melee DPS drops off around Merciless. You end up becoming very reliant on curses and totems to create additional distractions, or stacking endurance charges, or some such. Some form of spell-forsaking Titan Grip would indeed allow melee to continue playing in that racer style into the lategame. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Last edited by ScrotieMcB#2697 on Jul 11, 2013, 5:15:59 PM
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Hey Scrotie, could you please answer my questions from the post above?
I would like to know your experience from end-game, running high level maps with melee and caster builds as you posted opinions and ideas how both of them should be change (no LL for caster for example). As far as melee on merciless, I have seen many melee builds on maps that were able to dish out serious damage and retain high survivability, relying on totems in some really bad situations (double Oak in Dark Forest with Vulnerability and 100% more Lightning Damage?). So I would like to know what is the basis for your previous ideas on who the melee should be changed or why casters should use LL? You ran maps on HC, Onslaught, Anarchy, Standard? Solo, in party? You run maps up to level 77, or around 75 max? How many builds you tried - what melee build you used for maps, what caster builds you used? IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S) ☄ 1.0.0 The Butchery of Mages Patch Last edited by entropus#2713 on Jul 11, 2013, 5:58:31 PM
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"I don't. I pretty much just race melee, and I'm currently leveling a melee templar, although I've been very distracted lately. Partly because I keep checking the forums. I've leveled up race melee characters in Hardcore to somewhere in Merciless, then normally died somewhere and, it being Hardcore, abandoned them. "This I have done. I had a CI witch with a 6L Tempest Shield, Iron Will + Crit Chance + Crit Damage + Chaos Damage + Life Leech. Also Fireball, with an ignite focus (crit chance instead of Chance to Ignite). I was essentially immortal; with 75% block chance and gaining large amounts of ES whenever I blocked, it was like Aegis Aurora but even better. I deleted the character as part of an effort to quit computer games for a month; this was some time ago, so I never got a chance to try a low-life Righteous Fire version with Shavronne's, which would have been even more stupid tanky, nor play around with Power Charge on Critical. I figure it would only be even stronger now, maybe even facetank map Kole strong. Getting enough ES to withstand two hits wouldn't be a problem with granite, and I figure Tempest Shield damage would now be high enough to leech back 1/3 of a Kole swing of damage. The only other caster builds I've seriously fiddled with have been that same witch, but in previous incarnations. I didn't settle on that one build right away and tried many variations of the whole Fireball thing. So yes, very strong opinion on the Life Leech support. It's the lynchpin in that build that allows for hyper-tanky casters. It's also why I want that dual-wield variant of Tempest Shield, capable of actually working with "new Life Leech" support; I'd rather have megatank Cleave duelists than megatank Fireball witches. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Scrotie, I'm not suggesting facetanking everything either.
3-4x 5% reduced damage doesn't make you facetank. Make it 3% for all I care. Following your logic, you need to do damage, and my suggestion lets you invest less in survivability and more in offense, accomplishing just that. So yes, my suggestion improves damage dealt. However, the difference between melee and ranged must be survivability. It's not fair to let melee be the best dpsers. Ranged survival is avoiding damage and contact entirely. Melee survival should be stronger to compensate, such that, with the same amount of damage as a ranged build, you have a somewhat similar survivability. Giving melee better damage just does this: Let's facetankers invest even MORE into facetanking. Let's glass cannons hit even harder. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Jul 11, 2013, 8:38:57 PM
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"It absolutely is fair, they have to waste time moving to their targets. As such, they should get compensation in the form of added DPS for the wasted movement. But here's the real point: your suggestion doesn't attack the real problems. It's triggered off melee strikes, when the bulk of melee damage taken by a true meleer (and not a braindead facetank) is on approach to target, before any melee skills are used. It reinforces facetanking by punishing tactical movement, and it does this by encouraging standing still and spamming the same attack multiple times. My suggestions have two primary goals: first, to transfer to current optimal facetanking mechanic away from casters (who most certainly do not need it) and to dual-wielding melee; and to promote two-handed weapon use using defenses that look and feel different from the standard Enfeeble+auras+totem defense that casters are just as likely to use. I'll admit the first is kind of pro-facetanking, but I'm not so much changing the game as changing who gets to use them, but I definitely feel I've put a lot more thought into this than you have. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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1 -> 5 seconds is not standing still.
2 -> You lose 1 stack every 5 seconds, wich means if you use hit and run tactics, even if take more than 5 seconds to attack again, you'll probably preempt the enemy, getting the lost stack back before you get hit. So no, it doesn't encourage facetanking. I somewhat agree with your point on melee movement losing us dps. It might warrant a slight dps advantage. However, it's worth noting that even though ranged doesn't need to move to do damage, enemy movement makes you occasionally miss attacks entirely. So melee doesn't need as much compensation for movement as it might seem - still needs some. I also agree getting hit while getting into position is an issue. But isn't that what Leap Slam, Whirling Blades, and the old Phase Run are all about? With them, you preempt the enemies, and get your stacks really fast/instantly by going into/through a group of enemies. Plus, once you have the stacks going, you move faster, able to keep up the mayhem, and refreshing the stacks. My suggestion even helps deal with Evasion's squishyness. And the best part, it doesn't screw any kind of build. Forum Warrior - Why are you creating a thread about this subject? Use Search! Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Jul 11, 2013, 10:56:37 PM
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