The Litany of reasons that Melee sucks

Agreed. Melee is buffed in the last few patches but far from enough.
"
wiggin написал:
When comparing ranged to melee, maybe we could simply accept that melee will be better at something else than ranged and its clear speed will always suffer by design. Creating more eq-like skills and pushing melee to be petty much the same spot as ranged might help the balance but everyone is ranged then.

Maybe just making melee great at killing bosses would be cool, hence this proximity shield suggestion. When fighing in melee fight, if you would recieve some stacking defense against anything that tries to damage you from afar even if it went all the way up to invulnerability (at certain range) would be OK, not OP, because to keep this, you need to get close to the enemy where you do not benefit from such buff anyway.
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.
"
Jgizle написал:
I think title should be changed to why melee as Life sucks. There are ES melee builds too.


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.
"
wiggin написал:
"
ScrotieMcB написал:
"The definition of insanity is doing the same thing over and over again, but expecting different results."

That fix was implemented. It didn't solve things. It won't solve anything if we say "it wasn't enough" and try to repeat it.

The problem is in clear speed imbalance. Obviously if you clear the screen slower, enemies have more time to damage you - often zero chance vs ranged and significant change vs melee. The only multiplicative equalizer which takes "some damage" to "zero damage" is invulnerability.

Ranged AoE and/or Attack/Cast Speed must be nerfed so melee has room to develop relative clearspeed advantages. Currently, there is no design space; ranged has every clearspeed benefit imaginable.

I liked the quote but it doesn`t exactly fit this case, does it? I know it is off topic but it's really only about defining the different result. You could say that walking for 5 minutes didn't take you to your destination so doing it again would be insane, but if you check the map and find yourself half-way there... Or using for example a fusing orb would be insane... wait, it is, nvm.

When comparing ranged to melee, maybe we could simply accept that melee will be better at something else than ranged and its clear speed will always suffer by design. Creating more eq-like skills and pushing melee to be petty much the same spot as ranged might help the balance but everyone is ranged then.

Maybe just making melee great at killing bosses would be cool, hence this proximity shield suggestion. When fighing in melee fight, if you would recieve some stacking defense against anything that tries to damage you from afar even if it went all the way up to invulnerability (at certain range) would be OK, not OP, because to keep this, you need to get close to the enemy where you do not benefit from such buff anyway.

People hate nerfs :'(


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
"
alhazred70 написал:
Fixing? Easy use the same solutions that games that have better melee vs ranged balance use. Now I realize this would have to be slowly moved towards, and not done all at once without essentially giving POE a figurative table flip. But these are some ways other games keep melee an essential part of their available playstyles:

Strive for ranged DPS to be about 1/3rd that of single target melee
Keep AOE ranged/spell damage about 1/4 that of single target melee
Give bosses the same ability to one shot a ranged player as a point blank player right now it's almost all "you're screwed if you're next to the boss" which just means: "right now you're screwed if you're stubborn and insist on playing melee"
Give bosses the ability to suck in, grapple, or "root" a kiter
Give bosses the ability to put up a D&D style "globe of invulnerability" that requires getting inside of (getting closer) to do ranged/spell damage or the ability to wall out distant ranged attackers while those inside of the wall (think Vaal Frsotwall) can still do damage.
Make Armor more effective against bosses than it is, make fortify go away when a ranged skill is used, put some sort of melee advantaged "brace for impact" or "gird yourself" mechanic. For example "when pressing the don't move key (as one Might do when using namelock and not wanting to wander all over the screen) and having used a melee skill very recently (2s non movement skill) you have "braced for impact" (perhaps gives large crit multi reduction) if a shield is equipped you also have "shield blocking" (say +15% block and max block, +10% max resists cannot be poisoned, bleed, or get status ailments while shield blocking) basically this somewhat simulates the ranged advantages of avoiding by running away while still being able to do high DPS from distance.

Probably also need to reduce ES from it's current ratio of being about 150% more plentiful than life with 10k ES being far less effort than 5k life while gaining the massive advantage of 5 unique flask slots (or at least more of them than a Life build or a hybrid).

Another thing they could do would be to put some Unique Life flasks in the game that have distinct melee utility, and maybe close the gap a little between these low life 14k ES builds that can run 5 OP utility flasks.

For example a Unique Life flask that gives a huge amount of life over a very long duration takes the peak "one shot" boss crits down a notch but costs movement speed, and has 50% "less" ranged/AOE (but not melee splash) damage. Or an instant recovery life flask that heals 8000 life, but only refills as long as you don't move too much (threshold so you can move for a few seconds at a time to adjust to the boss but kiting would = never recharge), and as long as you are not moving you gain -50% crit multi on hits taken during flask recharge.

Ofc the question is, does GGG recognize a need for melee to be significantly better than it is, or do they envision Melee as the games "hard mode" playstyle. As I said at the outset, I am not opposed to the game having a playstyle that is a sort of extra Ironman or challenge mode. So maybe melee doesn't need the more drastic measures I've outlined (I should say again, that those are things OTHER GAMES have done to somewhat balance the Ranged vs Melee issue in their games, I am not suggesting all of them would be palatable or workable or desired in POE)

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
"
azmodael написал:
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 item and it got nerfed as well.

If GGG wanted to fix melee they would have done so years ago. They don't. Go play a bow character instead.

Also: no one from GGG reads Feedback and Suggestion section.


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
"
Gary_GGG написал:
"
azmodael написал:
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 item and it got nerfed as well.

If GGG wanted to fix melee they would have done so years ago. They don't. Go play a bow character instead.

Also: no one from GGG reads Feedback and Suggestion section.


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.


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.

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация