patch 11.0 and melee
" Good opinion bro. " This is exactly it. The armor formula is fucking dumb. Really, the armor formula is where you're going to insert "logic" into a game with spells and witches and magic. Fantastic. |
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" Yeah, the Troll's Blood flows within him! =P |
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" The kicker is they have really good defense to spec into, shield block. It just hits melee character dps so hard to spec into shield block though that it is basically reserved for casters and/or molten shell damage. Has anyone tried the new changes in a CI/Ghost reaver melee spec? Hey...is this thing on?
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I agree with other posters. Melee’s issue is survivability. I have never had an issue with killing as melee I have had an issue with surviving as a melee. Viper Strike, Multi-projectile, Puncture, Molten Shell…Dead, Dead, Dead, Dead.
Since melee and range share the same defensive stats if GGG buffs defense they are just going to further imbalance the Range Vs Melee. My suggestions to help Melee… 1. Add some chaos resistance nods near the Marauder and Duelist starting area. 2. Add a keynote that increases survivability at the expense of projectile damage. 3. Add a keynote that increases survivability at the expense of AoE 4. Award Multi-Strike as a quest reward 5. Add a base 5% melee deflect stat when wielding a sword, axe, mace, fist or staff IGN: Wrathmar * Paulie * Client
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As far as I can guess, they lowered monster damage by 25%. I figure this is probably the case because Minion life was lowered by 25%. In addition, life nodes were lowered in effectiveness by 25%.
Therefore, as long as you have over 75% of your pre-patch HP, you actually should be MORE durable against monsters than you used to be, before. And, if you actually do the math, you really should have over 75% of your pre-patch HP in almost every scenario because while life nodes were nerfed by 25%, your base HP without any life nodes is the same 100% it's always been. This is before you factor in how armour is indirectly buffed from monster damage being lowered due to the fact that it's subtractive. My summoner witch had very few life nodes and energy shield nodes before this patch (minion nodes are spread all over the friggin' tree so it's hard to get life and ES nodes after maxing minions until way later). Therefore, her life went from 100% + 50% (150% of base life) or so worth of nodes to 100% + 33% worth of nodes (133% of base life). The end result was she had about 15% less HP and energy shield (85% of how much life and ES she used to have). However, since monsters do 75% as much damage as they used to, she actually withstands a noticeably larger amount than she used to. This really should be the same for every character across the board. Not sure why everyone is having experiences contrary to what should logically be the case. Either everyone is biased in the mind and are looking at the past with rose-tinted glasses, or the devs screwed something up. Without knowing the exact numbers of how much monster damage was buffed, I really can't say which is the case. |
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I am not a troll, nor am I a "cockroach" either. I've posted many times in many of the threads for my desire to see a Self-Found league for my solo play style. I've been just as critical as many others who routinely post here. I'm not against critical posts about problems and games flaws and balance problems. It's just that posting that the 0.11 patch has made my character worse than before is just whining.
There is no way in hell that a game as complex as PoE is going to be able to make all builds viable. And if game changes break your current build than that's too bad but with GGG making a game that allows for millions of build combinations there is no way they can make changes that don't negatively impact some builds. GGG can't make every build viable and allow you to face roll everything. Where is the challenge in that? Too easy is just as bad as too hard. I expect I'll find both good and bad features from the 0.11 patch just like everyone else and discuss game flaws and such as usual. But if my current builds get crippled so be it. I'll learn from it and roll new characters in the Anarchy League come Saturday and restart with a fresh character and learn the new game mechanics. "You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration. The perfect solution to fix Trade Chat: www.pathofexile.com/forum/view-thread/2247070 |
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" This is all fine and great but doesnt take into consideration that Bosses still hit like a truck and armor is still worthless against them. This is were the actual problem with melee is. if you were having problems with white and blue mobs before then this patch is great for you. otherwise you now have less hp and bosses still destroy you. IGN:Berserk_Button
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Didn't real all the pages so I'm sorry if it had been brought up before.
Unless I'm mistaken stacking armor might be a good thing now, mobs hit for less so armor should be much more effective. Nothing to see here.
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"I knew this was going to happen when I saw their approach to handling life. They seriously need to combine life nodes into singular nodes so that there are less you need to take, instead of assuming that a nerf to life is a nerf to importance. |
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i didnt try endgame but my lvl46 duelist. i respeced him and now he feels very op. speced in armor and shield block, not so much life, a little phys dmg.
feels immortal now IGN: SwaggerOfWreaclast
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