the crap you feed us about melee being "better in poe2"
i will give you just 2 examples, pirasha the forgotten prisoner "map boss'
and the 4th floor sanctum boss 1- sanctum boss i am a tanky warrior with enough damage to 2-4 shot any map boss, in case of sanctum boss it's easy except for the part of the "clock" shit where you expect me to build a slow ass fking character then give me a mechanic that requires a speed runner to do. i know i can do "tricks" like shield charge in offhand wiht 50% cd shield and other shit and even then i "might be too slow still" but why teh fk are we designing mechanics that literally is purely anti melee ? especially anti warrior-like melee ? 2- pirasha "aka balbala in leveling zones or whatever" so my sunder needs no less than 2.2 seconds to hit "and that's wiht attack speed bonuses cuz sunder adds 1.4 to attack timer always" pirasha comes with a huge ES that once you break you can literally just 3 shot her. but the problem with that es is that it needs me to hit her TWICE with sunder to go down "at least" and can go up to 3 times. to do 3 sunders + armour breaker that is requried for sunder to do max damage i need about 10 seconds at least, but the boss does not sit in place for that long, in fact the boss does so many fking dashes and blinks and shit half your sunders are missed cuz your char like a donkey would keep targeting the area where the boss WAS even when she jupmed opposite direction. and by the time you go back on top of her and start hitting here again her ES already ahve started regening and regained at least a bit. 2-3 moves then she goes into her invisiblity mod where the boss literally regens all her ES until you find her. on top of all of that i am WAY OVERCAPPED with accuracy "atl east at close range" yet i can't hit her half the times forwatever reason. in other words and in conclusion this is why melee sucked in poe1, it was never about the "power level of the character" it was always about design decision on your part where you would just make a mechanic that completely fks melee "especially after you changed philosophy in poe 1 to reduce attack speed" and especialy in poe2 where it is about slow hard hits for warriors for example. your design philosophy of mechanics always suck for any slow hitting melee. and in poe1 history and even now in poe2, no mechanics ever really "hard countered ranged characters" a hard counter ranged char mechanic never existed, we could argue in all games not only in poe1. but hard-counteirng melee or border line making it impossible to melee kinda mechanic is literally everywhere and it's annoying. so please, change this mindset already, i don't need a boss with over 3 million ES shield that dashes 900 times per min and regens shield with every dashadn then goes invis to regen all shield until found. where you have to hit the boss to stop ES regen and he jumps too far and too fast for your melee shit to hit. Last bumped on Jan 14, 2025, 4:32:54 PM
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Any lvl 1 curse with decaying hex support will prevent boss ES recharge for its duration.
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" first i am a warrior, a "level 1 curse" still requires investment from me. second that's exactly what i don't want in poe2, to have a fundemental issue, but we provide "fixes" for individual cases caused by that issue. i don't want to have this issue reoccure once every 5 bosses "for example" where melees have to go out of their way to "find a way around it" the solution is completely different,maybe don't give me a 2.5 second attack time skill, it does not even hit hard enough for how slow it hits. and maybe don't design my movement skills t obe "offensive movement skills" where in order to balance their offensive capabilites you have to make them so slow "which is how shield charge and leap slam are now, you have a very slow start of the attack and very slow end" which is clearly there because they hit hard. but that's not what we want them for, not for how hard they hit. don't design a boss completely around 9000 dashes, melees are the only ones who get punished by dashes. thorughout my poe2 experience so far even with a very strong char those issues reoccure a lot. i've already mentioned this in another post but sanctum rares with temporal bubble and the mod making them hard to damage from afar, they also run away when you get near them. meaning if i go into the temporal bubble ot kill them my attack timer gets up from 2.5 sec to 4+ and then they run awway before i can ever attack. those issues are everywhere because when their design for monster skills and abilities is clearly seperate in decision making from their character design. other wise they won't end up designing half the gmae to be hard counter for a specific ascendency/class |
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"Every single piece of content in the entire game should be specifically and solely designed to be best cleared by this one specific build I like to play and everyone else can suck eggs forever."
No. A variety of content is desirable for a reason. Your build sucks at fighting Balbala and you don't want to make any changes whatsoever to handle that. Okay, don't fight Balbala. You are the one who based your whole build around a single ability with a godawful slow attack time. I understand the Mace skill pool does not have much of anything for quick jabs, and that's an issue. But you have nine skill slots and also a basic attack to work with, without even talking about weapon swaps. Get some totems. Get a crossbow and throw Maim Support on some Flashbangs. Get some poison into your build. Spellcasters have to find ways to deal with their weaknesses. Shooters have to find ways to deal with their weaknesses. Why should melee builds get a free pass to have the entire game catered to them specifically, and them alone, so their weaknesses simply never happen? She/Her
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" Says it's to build "Variety", then points out there's ONLY one viable choice, that being Totems which also NOT MELEE! Wow! It's almost you didn't really that you just argued against your own point. |
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Swords aren't even in the game yet. Warrior and melee are going to get a ton of new skills. A poster told you how to resolve the situation now and you yelled at him instead of saying thank you. If early access frays your emotions so much, stop playing for a couple months.
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Yep. Melee is once again dead.
Horrible skills, poor mechanics. Aiming any slam is a random bet at best, and not dying while performing the attacks is a hail Mary. As per usual Rangers can zoom through everything like a ballerina. If anything, it should be the opposite way around. Ranged attacks are a lot safer, therefore should take longer, and melee attacks should be faster. Hugely saddened by how GGG dropped the ball on this one. Last edited by eldheim#2436 on Dec 19, 2024, 6:13:11 PM
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" and what did swords do in poe1? you all don't get what i am talking about here. i am not talking about skills, i am talking about a design philosophy in games that needs to be addressed. we can keep saying "but we did not see the whole thing yet" but we did see the whole thing in poe1 and other games like it. melees are struggling against fights where enemies have multiple dashes in every game 'EVEN IN MOBAS" it is a problem. and it is not only about dashes as i said above, we saw how trial of sekhemas is shit for melee and IS STILL shit for melee even after multiple things changed. my argument is really simple, if multiple similar issues keeps occuring all the time then there is a core problem that needs to be addressed. and the way to work around it could be as simple as running the specific archetype in those fights and thinking "this feels ass, we need to do something about it" a big part of the problems for example are caused simply by how slow melees are in attacking and how lackluster is the tree in terms of attack speed. "and when it comes to sunder, the base 1.4 sec added attack speed is an issue too" in poe one this issue did not exist in the past until they reworked the game recent leagues where they made attack speed very hard to get. and now even swords need a "while" to land some hits in comparison to the past. anyway, specific issues and examples are not what i am trying to talk about, i brough up examples to point at the core issue of how most fights are not designed with melees in mind "as in genuinly in mind" most those fights are cool and insanely well done. just not from balance POV |
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" well, at least the aiming part. the fact that my char would aim at the boss and if the boss dashes my char would continue aiming to that direction is in it self weird to me. it's like aiming as a ranged char from 9000000 yards away is easier than aiming with a melee character. |
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I mean, from the second I tried rolling slam on my first warrior I was like "rofl, this wouldnt fucking work at twice the speed" and hey, what do you know! It's garbo.
The "melee" skills that work are, as per usual, skills that move you safely through enemies and skills that are "melee" skills inside quotation marks, that hit from bow range, like totems! But hey, Earthquake is cool, it's totally normal to be standing in the same 2 meter radius 4 seconds later in poe2 and expecting to be alive! " What kind of copium are you huffing? GGG addressed directly the need for melee improvement in the scope of PoE2 many times in the lead up to release, and here we are in a situation where "melee" is probably worse in current early access than at any time in PoE1 and the list of "solutions" is entirely comprised of not melee. How can we get rid of these idiots that think that bringing up issues in early access isn't literally the entirety of the point, and that doing so shows you are upset or emotional? The thread is spot on the money, that melee is extremely bad despite the GGG rhetoric in the lead-up. The answers provided aren't answers to the thread, they are an ego trip from the poster that aren't relevant to melee. Last edited by Pathological#1188 on Dec 20, 2024, 1:26:56 AM
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