patch 11.0 and melee

monsters seem to be doing the same amount of dmge, didnt even notice any change at all lol
Last edited by danny868686#3811 on Jun 6, 2013, 9:49:59 AM
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oreo1981 wrote:
I had made 2 melee characters when I first started, one was a 1hander/board tank char, his dps is too low and I cant really kill anything decently with him so I shelved him, nothing changed here no suprise.

My first characters were 1-handed/board tanks; the DPS sucked so badly it would take forever to go through levels as well as not being particularly effective at protecting you. When I decided to go to 2-handed it made a big difference. Haven't played enough in the current patch to see if thats still the same issue, but it sure sounds like it. I do miss "Shield Charge."

This patch is amazing ! GGG doing amazing job and if u disagree you are troll, hater and d3 fanboy. Go baaaaaack to diablo3 yo !!11 Melee much stronkkker now, my lvl 41 softcore duelist is stronger than ever!!!!!!!!!!!!!!!!
Doing just fine on my elecleave Templar. Mobs dont hit as hard anymore, no one should care if you lost 500 hp.

I can understand that builds that weren't good to beginwith can suffer a bit. So better use the free respec and make your build something decent.
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Minorith wrote:
Doing just fine on my elecleave Templar. Mobs dont hit as hard anymore, no one should care if you lost 500 hp.

I can understand that builds that weren't good to beginwith can suffer a bit. So better use the free respec and make your build something decent.


you mean spec into more life nodes?
IGN:Berserk_Button
This patch didnt bring anything good for my melee physical templar ... i just died 2 times in 5 min on merciless cuz mobs deal allmost the same dmg ( they deal less but not enough ) and combined with dsyinc....

PS : they had 4 months for this update ( i guess ) and they failed to fix mob dmgs... thats rely sad...

sorry for bad englisg....
Last edited by rixbo#6777 on Jun 6, 2013, 10:52:24 AM
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Vakirauta wrote:
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molis wrote:

This patch is amazing ! GGG doing amazing job and if u disagree you are troll, hater and d3 fanboy. Go baaaaaack to diablo3 yo !!11 Melee much stronkkker now, my lvl 41 softcore duelist is stronger than ever!!!!!!!!!!!!!!!!

Oh my.


My oh my.
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dcndnts wrote:
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Minorith wrote:
Doing just fine on my elecleave Templar. Mobs dont hit as hard anymore, no one should care if you lost 500 hp.

I can understand that builds that weren't good to beginwith can suffer a bit. So better use the free respec and make your build something decent.


you mean spec into more life nodes?



or dont go in with the expectation your gonna be able to face tank 50 mobs at once in bad gear.

My staff templar( infernal blow, whirlwind and leap slam combo) at 2.2k health and 2.7k dps can actually do quite well in lunaris temple and catacombs compared to pre patch. I noticed the difference immediately. This patch is gonna get me playing again(i always planned on coming back eventually but was working on my steam backlog)


Bosses can still kill the shit out of me for obvious reasons but before the patch this was a character I could only use when playing in a group with my friends, now i can actually farm solo and work on his gear when my buddies are not available which is fucking fantastic.

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derbefrier wrote:
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dcndnts wrote:
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Minorith wrote:
Doing just fine on my elecleave Templar. Mobs dont hit as hard anymore, no one should care if you lost 500 hp.

I can understand that builds that weren't good to beginwith can suffer a bit. So better use the free respec and make your build something decent.


you mean spec into more life nodes?



or dont go in with the expectation your gonna be able to face tank 50 mobs at once in bad gear.

My staff templar( infernal blow, whirlwind and leap slam combo) at 2.2k health and 2.7k dps can actually do quite well in lunaris temple and catacombs compared to pre patch. I noticed the difference immediately. This patch is gonna get me playing again(i always planned on coming back eventually but was working on my steam backlog)


Bosses can still kill the shit out of me for obvious reasons but before the patch this was a character I could only use when playing in a group with my friends, now i can actually farm solo and work on his gear when my buddies are not available which is fucking fantastic.



With the 2 new leagues though, you won't be playing the char for a while. HC/SC will be ghost towns unfortunately.
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mazul wrote:


Your dps is a part of your suvivability. Kill them fast enough (also stun works wonderfully) to keep them from damaging you.

Ranged will always have higher survivability than melee, due to the ability to physically "dodge" attacks by avoiding projectiles/AoE effects.

The important question is: who has fastest clear speed given optimal play? (I.e. you don't die to bad reflexes as melee).


As long as there isn't some sort of inherit defense that comes with melee builds, ranged builds will always be superior.

You simply can't kill a serious boss fast enough to stop them from damaging you. As a recent video showed, you can kill the boss of act 2 as a level one without dieing with enough patience and RANGED SKILLS.

Anyone trying to do the same as a melee would be a fool. The higher a challenge in this game becomes, the more sense it makes to be ranged.

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