Melee Classes DESERVE 10% more movement speed and 20% damage reduction—Here’s Why!

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LeFlesh#9979 wrote:
Only way to do it would likely be baking it into the Ascendancy trees.


No, that wouldn't work. There are so many interactions between gems, skills, passives, uniques, that you can't fathom the creativity of some players. And ascendencies should be strong passives, but still allowing the player to play very different builds. The only way to really buff melee is, by adding gems or changing existing gems that are melee specific in function. But since many players don't want to use like 10 different skills at once, I came up with an idea. See my suggestion above your post. It would certainly solve the problem and you don't need to touch any ascendencies at all to buff melee. A simple, but strong solution for melee.

It's a decent idea, but if you make it an aura then the problem becomes: is it gonna be a necessity that every melee build runs, instead of damage options? I kinda liked the idea that someone posted that the survivability buffs would be linked to melee weapon notables on the tree, but that would also be hard to balance in a way that doesn't make those nodes 'must have'.
No we don’t
Slap a -8% MS on every bow/crossbow and call it a day.

and -50% Defenses while we're at it
Last edited by LeFlesh#9979 on Dec 23, 2024, 6:59:53 AM
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Herbeh#6842 wrote:


The game is simply more complex than that and you're suggesting a change that has been proven to not work. The key to melee is to layer multiple defenses and get good


What defenses? There's nothing aside from the usual and life is not that viable unless you are able, lucky or rich enough to stack several max rolled T10 life and armour mods together on every piece possible.


Stuns, slows, freezes, and blind are all secondary defensive layers that protect your primary defensive layers (health, armour, ES, evasion, resists). I assume we'll see more of Guard once Guardian gets added. Maybe.

That said, we're missing a lot of defensive layers from this game. Hopefully it's not a continuation of GGG nerfing or outright removing defensive layers like they did in PoE1, which ended up with a meta where everyone runs no-life glass cannons. Even if that did happen, it doesn't mesh well with the one-portal deaths (which still impact 'tanky' builds, mind you).

Enemy damage scaling in high maps is also a huge reason as to why melee feels so squishy. That, and the plethora of anti-melee rare affixes that plague high-end mapping. Volatile Plants in a T7 with ~20% chaos resist will do about 800 damage to ES. Scale that up to T13-15, though, and a single purple orb will easily blow through ~5k EHP, even after the Volatile Plants damage nerf. The rate at which Volatile Plants spawn and fart out the orbs gives melee hardly any breathing room to safely hit the boss, either, especially on the many maps which force you into tight corridors or walkways like Crypt or Mire. It's miserable. Mana Burn, Flask Drain, and cold pulses are also huge culprits. Lightning Storm is pretty bad, too, since the bolts have no telegraph. Very easy to get stunlocked into death from a bad Lightning Storm, especially if the map has extra damage mods or Ele Weakness.

My Monk currently has:

- 1.5k HP
- 2.25k ES (4.5k with overcap)
- ~70% armour
- ~80% evasion
- Maxed primary resists (Chaos is currently at 22%, which is low due to chaos res on well-rolled gear being expensive)
- Blind aura (from Sandstorm Visage)
- High Daze and Stun potential
- ~40% movespeed to help me kite big scary mob packs that will, at best, drop one transmutation orb in a juiced T15

Regular mob attacks in T14-15 hardly phase me, both melee and projectiles (unless it's a Breach, where the sheer number of mobs attacking at once will crank up my Evasion's diminishing returns very quickly). Ground effects range from minor threats to scary, depending on map mods. Chaos damage is lethal with my current gear. Most of my deaths in maps are either due to chaos damage hiding under foliage or mob bodies, or to getting frozen by 6 Vaal ghosts dashing around and throwing Glacial Cascades in tight corridors. Both of which feel pretty awful to die to.
Last edited by Gwonam#5505 on Dec 23, 2024, 6:59:52 AM
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Gwonam#5505 wrote:
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Herbeh#6842 wrote:


The game is simply more complex than that and you're suggesting a change that has been proven to not work. The key to melee is to layer multiple defenses and get good


What defenses? There's nothing aside from the usual and life is not that viable unless you are able, lucky or rich enough to stack several max rolled T10 life and armour mods together on every piece possible.


Stuns, slows, freezes, and blind are all secondary defensive layers that protect your primary defensive layers (health, armour, ES, evasion, resists). I assume we'll see more of Guard once Guardian gets added. Maybe.

That said, we're missing a lot of defensive layers from this game. Hopefully it's not a continuation of GGG nerfing or outright removing defensive layers like they did in PoE1, which ended up with a meta where everyone runs no-life glass cannons. Even if that did happen, it doesn't mesh well with the one-portal deaths (which still impact 'tanky' builds, mind you).

Enemy damage scaling in high maps is also a huge reason as to why melee feels so squishy. That, and the plethora of anti-melee rare affixes that plague high-end mapping. Volatile Plants in a T7 with ~20% chaos resist will do about 800 damage to ES. Scale that up to T13-15, though, and a single purple orb will easily blow through ~5k EHP, even after the Volatile Plants damage nerf. The rate at which Volatile Plants spawn and fart out the orbs gives melee hardly any breathing room to safely hit the boss, either. It's miserable. Mana Burn, Flask Drain, and cold pulses are also huge culprits. Lightning Storm is pretty bad, too, since the bolts have no telegraph. Very easy to get stunlocked into death from a bad Lightning Storm, especially if the map has extra damage mods or Ele Weakness.

My Monk currently has:

- 1.5k HP
- 2.25k ES (4.5k with overcap)
- ~70% armour
- ~80% evasion
- Maxed primary resists (Chaos is currently at 22%, which is low due to chaos res on well-rolled gear being expensive)
- Blind aura (from Sandstorm Visage)
- High Daze and Stun potential
- ~40% movespeed to help me kite big scary mob packs that will, at best, drop one transmutation orb in a juiced T15

Regular mob attacks in T14-15 hardly phase me, both melee and projectiles (unless it's a Breach, where the sheer number of mobs attacking at once will crank up my Evasion's diminishing returns very quickly). Ground effects range from minor threats to scary, depending on map mods. Chaos damage is lethal with my current gear. Most of my deaths in maps are either due to chaos damage hiding under foliage or mob bodies, or to getting frozen by 6 Vaal ghosts dashing around and throwing Glacial Cascades in tight corridors. Both of which feel pretty awful to die to.



My Monk future looks grim....
Last edited by SelkieTheSeal#5934 on Dec 23, 2024, 7:00:00 AM
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LeFlesh#9979 wrote:
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No, that wouldn't work. There are so many interactions between gems, skills, passives, uniques, that you can't fathom the creativity of some players.


I'm curious, how does limiting it to only melee ascendancies make it not work only for melee classes?


Because there is no "true melee" ascendency. You had to completely rework them and then they would ONLY work for melee, which would reduce build variance - and this variance is the reason why many play PoE in the first place.

I mean, lets take a look at titan passives:



Ancestral Empowerment: Every second Slam Skill you use yourself is Ancestrally Boosted
- This is melee specific, since slam is always melee.

Colossal Capacity: Carry a Chest which adds 20 Inventory Slots
- This is not melee specific

Crushing Impacts: Your Hits are Crushing Blows
- Since stun can also be achieved with ranged weapons, it's not melee specific

Earthbreaker: 20% chance for Slam Skills you use yourself to cause Aftershocks
- This is melee specific, since slam is always melee

Hulking Form: 50% increased effect of Small Passive Skills
- Any build can benefit from this

Mysterious Lineage: 15% more Maximum Life
- Any build can benefit from this

Stone Skin: 50% more Armour from Equipped Body Armour
- Any build can benefit from this

Surprising Strength: 40% more Damage against Heavy Stunned Enemies
- Since stun can also be achieved with ranged weapons, it's not melee specific


So only 2 out of 8 ascendency passives are melee specific. Reason is, to allow warriors to also build for ranged, spells, totems or whatever. And what about a witch or ranger that wants to go melee? Do you want to rework every ascenency to give melee a boost? That's probably an overkill. Introducing a buff that reserves some spirit is way better, because any character/class can use it, but it only works if you mainly use melee to attack. That's why I made the suggestion above.



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Gwonam#5505 wrote:
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Herbeh#6842 wrote:


The game is simply more complex than that and you're suggesting a change that has been proven to not work. The key to melee is to layer multiple defenses and get good


What defenses? There's nothing aside from the usual and life is not that viable unless you are able, lucky or rich enough to stack several max rolled T10 life and armour mods together on every piece possible.


Stuns, slows, freezes, and blind are all secondary defensive layers that protect your primary defensive layers (health, armour, ES, evasion, resists). I assume we'll see more of Guard once Guardian gets added. Maybe.



This part. My first character is a chronomancer using a temp chains aura with the hinder on curse node and increased effect of slows. Even with apex of the moment being bugged and not working, almost nothing ever hits me. Woth only 4k es using CI and chrono's temporal rift, I rarely die if ever in hogh maps. With warrior, Armor makes you immune to fire damage and can easily be combined with block, the best defense in the game.
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LeFlesh#9979 wrote:
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No, that wouldn't work. There are so many interactions between gems, skills, passives, uniques, that you can't fathom the creativity of some players.


I'm curious, how does limiting it to only melee ascendancies make it not work only for melee classes?


Hint: There are no melee ascendancies (or classes).
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So only 2 out of 8 ascendency passives are melee specific

Then make them melee specific?
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LeFlesh#9979 wrote:
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So only 2 out of 8 ascendency passives are melee specific

Then make them melee specific?


My brother in Innocence... this isn't that kind of game.

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