The Litany of reasons that Melee sucks
Agreed. Melee is buffed in the last few patches but far from enough.
|
![]() |
"What you're suggesting here would STILL be clearspeed balance... either that, or it wouldn't work. "Great at killing bosses" necessarily means "kill bosses faster," because otherwise it isn't actually better. Defenses actually can help with this, reducing need to kite big hits, as would moving the best single-target to melee, if it isn't already. But still, you've just moved the issue; ranged rewards for clearing trash would need to be balanced against melee rewards for killing bosses, with map content balanced accordingly. Even then, bosses would need redesigning. Right now bosses are very threatening up close and ranged has a huge positioning advantage. You'd need to change this so ranged needs to reposition far more than melee, as opposed to far less. This would feel weird, because our normal instinct is to avoid getting right in the face of something truly dangerous. I personally think it would be a miracle to pull off all that work. At a minimum, it would mean a radical redesign of what percentage of a map is boss fights relative to trash AND a radical redesign of all bosses. Honestly, nerfing ranged is much, much easier than truly implementing what you're proposing. If anything, I feel it would be much simpler to invert your theory; make melee the archetype best at wading through trash and killing it quickly, and make ranged the single-target boss-killer. When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
|
![]() |
" I mean we could devolve into a discussion of what melee is, but for the purposes of this thread it's enough to talk about generalities and archetypes that are intended to be close combat and synergistic with melee phys % or weapon elemental % nodes that are plentiful on the south and western portions of the skill tree. Most of these archetypes are on the western and southwestern side where almost no ES scaling can be had (only Templar hybrid Armor/ES nodes and then you're being penalized by Armor non-synergy, which as we know is rubbish for the fights that matter most). I am now playing a shadow hybrid life/ES and I will agree they make far better melee than any marauder at least that I've tried and have far better effective HP's at much lower levels. My Jugg was struggling with getting nice enough gear and enough Life % nodes (every single one I could reach) at 77 level around 5k life getting more as a newer player more was going to be a matter of having MUCH more currency (Koam's Heart which as a Shield user was going to make my build non-viable anyway = no 6l unless I used Bringer of Rain (which I did) which then massively penalizes me by not having a chest). As I've already touched on the strange lack of trade offs for being ES versus the massive trade offs of Life based I wont repeat myself now. One build later my Shadow had almost 6k effective hp at level 50...27 levels lower, because even bad ES gear with only 200-300 ES and shadows hybrid nodes = about the same life as Marauder but also 3k ES due to much more access to ES scaling % nodes. Not to mention all those global % physical nodes making Blade Vortex uber DPS, compared to any Melee skill. Is BV melee? sortah... I can see both sides to the coin, but this is not a thread about what is melee and what isn't we've established that Melee is screwed, if you're running BV with a large AOE probably it's not fair to call that "melee" though it's arguable, in fact if you're running Lacerate or Earthquake or Reave, with lots of range, it's pretty obviously no longer "melee" for purposes of this thread... Melee as I'm refering to in the thread is: needing to be close to the boss to be able to do DPS, so safe to say all namelock skills and some small AOE skills. that is pretty clear in my OP, and there's no reason to get any deeper into it. If your playstyle needs to be very close to the boss to do DPS is it probably fits the intention of this thread. If your build (NO MATTER what your skill tag says) allows you to be ranged from the boss or even off screen bosses: obviously your playstyle doesn't suck, and works in the game as it's currently balanced with one shotty melee and not get shotty ranged. We all know what's what, no need to devolve into nit picking. Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. |
![]() |
" Two very good posts. People already came to the conclusion that melee willl never be on par with ranged about 2 years ago in certain fields of competition such as clear speed. But barely anything was done to help melee become more competitive at doing other things instead. Lab is in fact one of them but it doesn't weigh enough by far in the grand scheme of things. - melee/armour/life is lacking uniques - the uniques that exist have such huge downsides that they barely are viable for anything (kaom's boots, abyssus, brassdome, etc.) - boss mechanics still punish melee most - no progress on the passive tree: RT still bad, nothing else innovative was added What they instead do is buffing everything else more. Evasion got doge/spell dodge as another layer on top of evasion itself, block (reduced but still there). Uniques en masse are being created for ES/EV. Additional arrows for archers. etc. Последняя редакция: LSN#3878. Время: 14 окт. 2016 г., 05:31:04
| |
" You make great points, but I would also increase Melee's Life bar. ... Guy I quoted talks about probably best or at least fresh and logicl solution for melee issue. Yet you ignore his whole point - great Discission boys. Последняя редакция: SunL4D2#6224. Время: 14 окт. 2016 г., 11:20:47
|
![]() |
I've played this game for over 4 years. Melee has sucked in every single interaction of it. All successful melee builds used mechanics that avoided the melee component -> Spectral Throw, Earthquake, Ice Crash, Cyclone. Subsequently all such mechanics were nerfed. Voidheart was the one truly good melee exclusive item and it got nerfed as well.
If GGG wanted to fix melee they would have done so years ago. They havn't. Go play a bow character instead. Also: no one from GGG reads Feedback and Suggestion section. The only way to get GGG attention is to write on reddit and get a critical mass of response. This won't do anything for melee, but you'll get some kind of joke or 9gag link. Последняя редакция: azmodael#0736. Время: 14 окт. 2016 г., 14:08:54
|
![]() |
" Actually, the Developers read every thread in the the Feedback and Suggestions forum, it's the best place to post if you want developers to read your feedback. Additionally, the Support team reads every post that is made on the forum. Please contact support@grindinggear.com if you need any assistance.
| |
After playing a melee build that isn't a super tank (my full block Gladiator from the last league for example) but instead something considerably more squishy and "normal", like my current Lightning Strike Inquisitor with a staff, I realized that once you start doing higher tier maps, the only way to handle a lot of content is to... offscreen it, because going melee is a suicide even with flask spam. Thanks god I can do that with Lightning Strike by holding down shift, not really being melee now though, huh?
I wouldn't say most of ranged builds are much better though, my bow character sure can offscreen too but it dies to about everything that connects past some point, even with flasks up and a bunch of defensive skills active. The damage output isn't much better either, just a bit, the only real advantage is being able to clean maps more easily, but you suck at bosses. The damage in this game doesn't have proper scaling, it goes up way too easily for both players and monsters yet mitigation and HP are very hard to get. No wonder everyone's going ES now, it's the easiest thing to scale. Последняя редакция: Raudram#2463. Время: 14 окт. 2016 г., 14:58:50
|
![]() |
" Then GGG should be aware, that certain skills are very weak ATM (including most melee skills with namelocking) - because they have very limited range, little or no AoE, and still dont offer damage or other benefits to make up for that. Also, GGG should be aware, that ES characters can get 2x times higher HP pool than life ones (while both can be recovered pretty easily), and HP pool is a HUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUGE defensive benefit. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
![]() |
Jesus fucking Christ.
While I agree that melee may be gimped in most comparisons, this thread act like melee can't handle the content the game throws at you. But melee CAN handle it. But not as safe and efficient as ranged. While there are MANY fixes that can be made, I can't help focusing on fortify. The introduction of Fortify was a step in the right direction, but it's not quite enough. And there are may buffs/fixes they can do with fortify: - Add fortify to every melee skill in the game - Make fortify stronger for every hit made on the same target - Add an elemental damage reduction in addition to the physical reduction - Add movement speed to fortify Other than that, I can see adding different "situational" buffs would fix a lot too. - Buffs (offensive or defensive) based on what weapon you have equipped - Auras giving you more defenses/offenses based on how many monsters are "nearby" Bring me some coffee and I'll bring you a smile.
|
![]() |