patch 11.0 and melee

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Arrowneous wrote:
Bow to your GGG overlords for making a new patch, you worthless scum, regardless of whether it was good or not.

Good opinion bro.

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CliveHowlitzer wrote:

Thought I'd add something to that. My marauder lost about 1,000 life. This put him at about 3,566ish life. I do however notice that regular enemies seem to hit for a lot less due to their lower damage scaling with my armor better. Therefore, I can actually take more hits than before despite the lower hp totals.
However, bosses and high powered rares still hit like a truck because despite their damage being lowered, its still so high that it melts my armor and since I have a lot less health, it hurts a lot.

I agree with the logic of trying to make the game not so focused on life and give more leeway for classes to play around. However, to do that you really need to improve the defenses in the game and make them more viable and worth actually sinking some passive points into. As it stands, when you need the defenses to work, they don't. My armor won't ever save me from a massive spike of damage. Therefore, I still need every single life node that I had before. My full respec barely changed my build, because if I removed more life, I'd be getting one shot still.

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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dcndnts wrote:
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Arrowneous wrote:
WOW, all these posts both good/bad about the 0.11 patch!
just quit playing PoE and stop QQing and flaming GGG! I've heard very similar whining crap last year with D3 and it's seriously old now.

Either make new builds and have fun learning with the new 4 month leagues starting on Saturday or ask yourself why you even care to play PoE.

If you can't find fun in this arpg then just go away now and stop all the BSing please.


lol
nice troll post


Yeah, the Troll's Blood flows within him! =P
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CliveHowlitzer wrote:
My melee characters have higher survivability and much higher DPS if they were based around physical. However, I haven't played enough to form a full opinion on how the hit to my max resists will affect me in the long run. So far, I do okay but I have to run purity as a given now, when before it was optional just for maps with -max resist.
-EDIT-
Thought I'd add something to that. My marauder lost about 1,000 life. This put him at about 3,566ish life. I do however notice that regular enemies seem to hit for a lot less due to their lower damage scaling with my armor better. Therefore, I can actually take more hits than before despite the lower hp totals.
However, bosses and high powered rares still hit like a truck because despite their damage being lowered, its still so high that it melts my armor and since I have a lot less health, it hurts a lot.

I agree with the logic of trying to make the game not so focused on life and give more leeway for classes to play around. However, to do that you really need to improve the defenses in the game and make them more viable and worth actually sinking some passive points into. As it stands, when you need the defenses to work, they don't. My armor won't ever save me from a massive spike of damage. Therefore, I still need every single life node that I had before. My full respec barely changed my build, because if I removed more life, I'd be getting one shot still.



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?
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
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.
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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TiamatRoar wrote:
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.



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
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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dcndnts wrote:
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Blackmogg wrote:
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dcndnts wrote:
Tried the patch for a few hours last night and though my damage went up considerably im still as squishy as ever. if i dont have granite and charges up at all times ranged just eats me alive. life went from 4500/4k with auras before the patch to 2300/1900 after. armor 14k

Guess its back to path of life nodes again.


how the hell u lost all this life? I from 4100/4500 (396 reserved for auras) lost only 700 hp ...


sorry thought the point of the patch was to spec into some of the before useless physical damage nodes on the passive tree. Guess we are to still avoid them
Path of Life Nodes!
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.
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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