Melee Classes DESERVE 10% more movement speed and 20% damage reduction—Here’s Why!
" It's a solution. Simply tack on those 5 extra letters. |
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" And reduce build variation? The shitstorm here would be outragous. And I would fully understand it. PoE is all about theory crafting and giving you tons of freedom. To reduce this kind of freedom SO much, just to "maybe" balance melee, isn't a good trade-off. No one here and not even GGG would accept such a change. It completely goes against the vision of Path of Exile. Really don't know why you are so focused on ascendencies. It's the wrong place to balance stuff. Last edited by AceNightfire#0980 on Dec 23, 2024, 7:13:45 AM
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" freedom isn't reduced, optimization is. That's the entire point of each class having their own ascendancy tree and different starting location on the global tree. A mercenary is having their 'freedom' to maximize spell damage by virtue of rolling that class. Last edited by LeFlesh#9979 on Dec 23, 2024, 7:17:14 AM
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" Take the L and move on. You don't know what you are talking about. |
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Which Class has more "freedom" to optimize spells: Witch or Mercenary?
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" Mercenary. By far. You don't understand this game at all. |
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The merc has to invest more into travel nodes than the witch.
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Well, to be fair, the kinds of defensive buffs you're suggesting are already in the tree. Or, are supposed to be, anyway. In PoE1, Marauder had easy access to lots of juicy life, resist, block, and armour nodes that the 'squishies' (Ranger, Shadow, Witch) couldn't easily access. Marauder wasn't forced into being a close combat melee, but the plethora of defensive clusters near his starting area meant that he (and Guardian) could easily build tanky if he wanted to.
The thing is that those defensive nodes are largely gone now. There's only one single max life node on the tree, for example, and it's in Warrior/Marauder's starting area. Getting rid of life on the tree is mostly a good thing, by the way; we'd been asking GGG to do that since early beta, back in 2011-2012, because every class making a beeline for the big health cluster was a no-brainer that reduced build variety. The strength area of the new tree does have access to +max resists and damage conversion nodes, though, which does help Warrior/Marauder's survivability a lot. The main problem is still that high-end map damage scaling is super high, and that a lot of rare affixes punish melee way more than they do ranged. Proximal Tangibility stinks for ranged, admittedly. But it also forces melee to stick in the rare mob's face, which is lethal when combined with Volatile Plants or corpse explosions or whatnot. Womp womp. Last edited by Gwonam#5505 on Dec 23, 2024, 7:24:21 AM
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" Gemling legionaire can run any spell on any attribute stack and get more quality than any other class. Many spells benefit from projectile scaling which Merc has plenty of close access to. Gemling can also double dip on supports to make unique spell combos. As we get more spells, including physical damage based spells, gemling will only get stronger as a spell optimizer. This is how Path of Exile works. Your suggestion isn't good and forces more problems than it solves. Take the L. |
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You are posting about gem accessbility. I'm talking about Spell Passives. You've done nothing to prove your case.
Further, you failed to address the question: I said MERCENARY or WITCH, not Gemling Last edited by LeFlesh#9979 on Dec 23, 2024, 7:30:36 AM
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