instead of taking 11 years to fix melee like POE1 did can we just put Mark on it now?

I am speaking broadly I am aware that some melee skills exist that are just fine or even OP (HotG, Shouty warcry goofiness etc.) and some stuff is very usable while others aren't which to be fair is reasonable to expect in an early access game. So fair enough. but I'd just like to point out that quite a few of the same mistakes POE1 made with melee that took until the most recent update to finally address in a mostly satisfactory way (IMO) all kinda got re-created in POE2.

So I humbly request that Mark and the gang do the same science they did on POE1 and test out the melee skills clear and bossing times to get a baseline for improvements.

A short summery of what I see being generally wrong: (that is almost entirely mirrored in the first decade of POE1's melee shortcomings)

Melee should be the thing that gets "cast while moving" for both balance and thematic reasons. its easier to swing a sword while moving than to make complicated arcane gestures and invocations.

Spells should root you being both more powerful and less risky it needs this counterbalancing opportunity cost and melee doesn't.

Melee (that doesn't have much range) should get snappy fast first weapons swing animations by default not interminable giga slow wind up times. They don't have to continue to be fast but they should feel good up front.

Spells that have range + AOE should have the long weaving cast times like Sunder does or cooldowns that require investment to shorten almost exactly identical to the current state of melee attack speed oppotunity cost which is currently overbearing on skills that arten't good enough to deserve the cost investment.

Cooldown reduction should be a pretty much required investment to get spells to their current power but it is not.

Melee should have the big life pools

Spells should not get 4-6k Mana that is also Health but also entirely obviates casting cost all at the same time.

For melee you have to travel to blood magic to gain the (minor) advantage of casting cost coming from your relatively small health pool.

Mana on the other hand you travel to MoM to make your larger easy to sale casting cost pool into a large easy to scale health pool. These two keystones make no sense they are exactly the opposite of how they should be designed. BM should have a massive more health multi or MoM should come with a equal Health cost for casting.

Spells should not get 8,000 to 20,000 ES that makes them bleed immune and possibly chaos immune. ES is even stronger in a game where time til death is better designed. Not only is it stronger in relation to recovery its also about 80% more scalable than POE1's Life pools, and about 97% more scalable than POE2 with literally 3% life on the tree.

Frankly you did it worse this time than last time. You doubled down on the mistakes. Made the disparity wider.

Life could be scaled in POE1 now only Mana and ES can be.
No melee attacks in POE1 have a 1.5 second animation or a 45% negative attack speed multiplier (that I recall).
You can not cast spells in POE1 without stopping in place.

Literally doubled down on mistakes classic GGG.
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 edited by alhazred70#2994 on Dec 18, 2024, 9:24:58 PM
Last bumped on Dec 18, 2024, 9:06:36 PM

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