patch 11.0 and melee
melee in 11.0 is fine
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I like one hander and shield builds.the low damage means that with my aging eyesight I really can't one shot myself on reflect if I don't see it.
Shield Charge is my best friend one on one with bosses.At max distance it does good damage and provides good stun.It's also a good movement skill and along with Leap Slam it makes for one hell of a mobile character.Sure it's a lot of work staying mobile almost 100% of the time,but taking hits from bosses or overly powerfull uniques is not an option no matter how tanky you are. I'll admit I only made it past the prison with the new patch before giving in to desynch and logging,but I don't see sword and board gameplay changing all that much with the changes.It remains a viable,safer option than two handers for penniless players that like to play melee. Also I only give this opinion as a player who suffers from CRS (constant reroll syndrome) and finds zero enjoyment from high end gameplay in POE.So at higher levels than 60 or so one handers and shield may just be absolute shite now compared to Closed Beta. |
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" Grammar! do you have it!!? |
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Yea... armor is still useless against big hits and life nodes are still very much required. I was hoping they'd remove life nodes and balance monsters around that. Instead they nerf monster damage AND life nodes so it's the exact same as before.
Last edited by timed#4387 on Jun 9, 2013, 9:50:54 PM
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kripp just got one shotted 5 mins ago by a lunaris kole crit, with 3.5k hp and 8k armor....pretty crazy. he was the tankiest character out the group too...
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" Melee is fine if your endgame goal is to farm ledge/docks imo. |
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After some extensive testing with my cousin(both melee),first on barracks/lunaris and then on 69-72 maps i should say that melee is definetely better than before.I have a CI crit shadow that lost 500ES and gained thousands of DPS(lv84),so changes where undoubtely beneficial to me.My cousin has a marauder.Prepatch he had 4600HP and <6KDPS.After patch with the same build he had 3.9K hp and slightly better DPS.We reworked his build DITCHING more HP for DPS,getting Iron Reflexes,running grace AND determination with few of armour and evasion nodes from the duelist area.THe resualt was more than double DPS(around 12.5K),3.150HP and increased armour.The new build was INFINITELY better.He was leeching more life and he could actually kill mobs in high level maps.Before he would hit a rare mob for like,half a minute,before it was dead.I guess it wasnt just the double tooltip DPS.This is a guess-but i think increased damage melted mob's armour more effectively.He was literally killing 4 times faster and this increased his survivability despite the less HP.My crit shadow's biggest problem right now is Desynch(yeah and reflect mobs-i am one shotting myself there.I can lose half my ES from a crit on PHYSICALA reflect WITH LIGHTNING STRIKE-lo).Still i have to say that my FP witch provides a way safer and more effective gameplay,but also boring(to me at least).All in all i don't say that melee now is at the same level as ranged,but it is much better than before.Plus in my opion,despite the DAMAGE boosts in melee,still they arent enough.Single target Melee should have REDICULOUSLY higher DPS than any ranged or semi ranged AoE skill to balance the danger and risk of facetanking mobs
https://www.pathofexile.com/forum/view-thread/417287 - Poutsos Flicker Nuke Shadow
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Ranged is still superb to melee by far... There's no discussion or point to debating this. Melee isn't better at all, only DPS wise. This patch was just a facade for supporter packs (which I purchased :)
GGG listens to its fans!!! Thank you!
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Melee destroys everything so much faster and easier for the first 65 or so level it seems, they get incredibly good starting talents (100% damage/tons of hp n regen) and weapon base damage is just so much higher than spells.
spellcasters have a ridiculously bad time at the start now thanks to the mob health buff and the lack of nearby health and regen nodes, was awful. By the time you're 75+ and clearing maps range will be able to clear entire screens easily again from a safe distance while melee has to travel and risk themselves. |
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So far, I'm not seeing any improvement
all I'm noticing is stuff takes more time to kill, I still seem to need a lot of life, maybe not more than before but because I focus more on damage nodes, I feel weaker, in every way. I'm saying this from playing a duelist that uses dual strike and cleave, very ordinary skill tree progression, a typical duelist in a nutshell. Maybe the patch is balance to melee but only for endgame, beginning is definitely harder |
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