In a Guild with 10+ titan players, this patch helps 0 problem of mace melee
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1. the core problem of mace is attack speed, too fuking stupidly slow, a lot of skills miss because the cast time, when the stupid animation finish, monster just walk away easily, even more, player will die because the long animation means monster get a lot of free dps time :)
The long cast time also makes melee play experience lame, frustrating, not rewarding and slow paced with trade league economy. 2. the stun system is making the situation worse. when a rare or boss get stunned, they step back for a long distance, so there's another 0.5-1 sec melee players need to move to the target, the less time they can cast a lethal hit, with the fuking long cast time, the actuall process of stunning a boss will be like: stun hit - move to boss(0.5-1sec) - war cry(0.5sec) -cast sunder/HotG/Supercharge/perfect(2.5-3sec) If there's other mobs on your way, your're fucked. If the rare/boss got some damaging aura or effect you need to dodge, your're fucked. If there's slow effect of map or rare mod, your're fucked. If the target is too far away from you when stunned, your're fucked. Any stupid accident happen, 20% more + 40%more + 40% increase + culling strile + lucky damage(33% more) will gone, and it happens a fuking lot. what a shit show. Supercharged Slam now builds up stages slower but gains 40% more Damage per Stage now (from 20%). This may display as 20% still incorrectly until a later patch. What a genious, when dev choose to make melee more more slower, it's obvious they didn't test themsefl, play themself and the frame of melee in their mind is far far wrong. 3.aftershock, another good feature of melee, makes the stun situation more frustrating. Only stampede can get 97% aftershock with 20% quality and aftershock support, which means the rest of slams can get atmost 62% chance to aftershock. This can lead to unpredictable stun happened, making the problem mention above more frustrating, you may accidentally stun the boss in the wrong time, making your finish skill can't deal the right damage and you have to kite the boss for 20 more sec or even die for other things happen. Not using aftershock for stable stun control? congrats say goodbye to 40%-60% free dps! 4.rolling slam is the T0 garbage skill in all mace slams. With all the problem above, cast speed, atershock, stun control, step back distance, the skill itself has bad targeting issue, "Rolling Slam's Second Slam now deals 50% more Damage to Heavy Stunned Enemies" helps nothing. pethetic. It's good if you can hit the target lul. It's good if you can control stun time lul. It's good if you can precisely stun with the first hit without any interference lul. In my opinion, with other 10+ titan player's feedback, this massive buff still keep rolling slam garbage for sure. 0 motivation to touch it. 5. tested lvl78 trail myself after patch, melee still feel garbage. I'm in 110%+ honour resis and 110%+ max honour relics. I know if I'm lucky enough I can still get 4th floor or maybe finished it, but it really still taste like shit. I had farmed a shit tons of sacntum in poe1, melee builds are just not for this system without giga dps AND GIGA ATTACK SPEED. To add more flavour on this big pile of shit, there's quicksand and exploding beetle that explode in 0.5 sec, the pot guy that cast big fire sector in less than 1 sec, even you get through these, all you feel is not sense of victory but frustrating. The core problem of melee is cast speed, it's not attack speed cuz it doesn't scale with passives. Which is actually the core problem of melee that devs keep keep ignore. I really doubt that GGG did read the feedback. I really doubt that after EA1, there's anyone willing to play mace again if the mace still slow as fuck like this. I really doubt that the dev of mace skills really play this shit himself/herself. Plz hire a melee player to design melee skills. Last bumped on Dec 18, 2024, 1:44:00 AM
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