To all the melee players out there...
At first glance I felt like this patch was pretty bad for melee. I still don't feel that it's come as a full "buff" as advertised but it's not as bad as my first impression. I had to rework my build a bit, but basically I ended up dropping a lot of life nodes completely. In doing this I added 6 or 7 armor nodes, and a good bit more damage from the leftover points. I lost 1700 HP, doubled my base armor, and gained about 40%~ more dmg.
The damage helps with the hit that life leech took from less HP, but it still feels much weaker than it should. Spike damage is higher now in areas that it was never a problem before. Phys reflect has now become a problem mod where before it was easily manageable. I'm not certain if that was intended or not, just stating it. In the end it just feels like we're missing the second half of our "buff" patch. This needs more work, but it does seem like a step in the right direction. Just where we are now feels like a place we don't really want to be, as it's unfamiliar and a bit more dangerous than before. Edit: Also I run a DW Rapier Ranger. Forgot to mention. IGN: Stripper_Steve Last edited by chamillion#2301 on Jun 6, 2013, 2:01:29 PM
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" I pretty sure a lot of these deaths occur when the melee character got crited. Less health + less regeneration + mob normal damage + Mob crits = death. The regenerations and reduced life can't handle the criticals. Crit hurt a lot because the way the game handle damage reduction. Reduce life and less life regenerations makes crits much more deadlier than before. The main protection against crits for melee was a large life pool back up with high regenerations. This give the melee players a larger margin of error to play with. Last edited by deadlylag#6397 on Jun 6, 2013, 3:43:22 PM
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I find no difference with incoming physical damage relative to my HP, as I am fanatical about keeping endurance charges up and granite as needed. As I also carry enfeeble, facetanking Kole without dropping below 80% life is standard both before and after the patch. I have never been one for taking weapon specific damage nodes, so on current characters my damage actually decreased due to the elemental node nerfs and the need for more resistance gear due to the resistance node nerfs. For the most part no chance, but then I did not have a problem with melee before the patch.
I did die to Asphyxia when I would never of died pre-patch. Between the reduction in life and the nerf to Elemental Adaptation, a +4 projectile ice spear one shot me (80% cold resist, even under ele weakness). I think it may just be a case of learning though, as I did not think that boss was dangerous I probably did not have it enfeebled (I tend to mark it as it spawns adds, to keep charges up). |
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I have played minimal so far but I do feel much safer with my lightning strike duelist than I did before. I lost 1000 hp which I was worried about but I can handle anything on a 73 map or lower (we made some death maps last night). Haven't had a chance to run the higher maps yet.
But as for my RoA duelist I lost 1400 life and now I am squishy as can be. I ran a few 68's and decided not to press my luck anymore. It was truly scary. - Don't Fear The Ripitor
IGN:(Beyond) Ripitornado |
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" You got 1 shotted by crits. High health for most builds was the only way to prevent 1 shot crits. Last edited by deadlylag#6397 on Jun 6, 2013, 3:55:13 PM
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" You, of all people, believe that attaining high amounts of AR (of the 15k+ range) is feasible? I've tried speccing into armor. I got the Leather & Steel notable in the Duelist's starting highway and Dervish for an additional 12% block chance. At 3.5k life, Kole was barely tankable. After respec using regrets, I have 3.8k life and no block chance passives or armor passives other than the 48% total evasion from the Ranger tree. Kole was much more tankable. Armor doesn't work by itself in a vacuum; we all know that. But to back up armor you need the life pool to sustain heavy-hits and other measures such as end charges, enfeeble, and granite. As far as I'm concerned, having to do all of that just to survive is still an issue not rectified by this patch. It's a step in the right direction, but more of a half-step. For Ranger build tips, tactics, and critiques, visit this thread:
http://www.pathofexile.com/forum/view-thread/69224 |
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" armor isn't worth a fucking thing. my post patch build consists of about 16-17k armor with auras.. and 67k armor with molten shell and a flask. and guess what.. the loss in life makes that armor absolutely worthless. |
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Here's a thought that I had today.
In order for melee to really be balanced with ranged, melee would actually have to be capable of facetanking 99% of all of the content. I came to that conclusion because thats the only way that people will actually feel like melee is worth it compared to ranged, and thats because ranged are just really really friggin awesome. I mean how the hell can we expect melee to be as good when ranged just clear any screen in a few seconds?? Standard Forever Last edited by iamstryker#5952 on Jun 6, 2013, 4:32:11 PM
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" thats sorta true. but what I thought they were going to do.. was use their brains a little and realize this.. create diversity by actually IMPROVING MELEE.. not just a super half ass fucking buff that is debatable as whether or not its even a buff.. but an amazing WOW HERE COMES MELEE buff where they actually grew a pair and attempted to seriously balance their game. done with this game.. I guess I should thank GGG tho.. a proper patch and a fresh league would of been enticing for wasting some serious hours this summer.. |
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" but FP is total melee range face to face so its act like melee attack same range with craper life leach so its harder than melee dude :p + mobs have cold resist btw melee CI + ghost reaver + blood range + massiv life leech is OP look what krip done with CI melee maruder so stop telling me bullshit melee is bad, melee is much better than caster and after patch even better IGN: UgaBugaMajkaFaja Last edited by dynia6666#0969 on Jun 6, 2013, 4:53:18 PM
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