Chris Wilson: "I want to make sure that melee classes are as good as they can be"
There is to much balance problems in this game due to how GGG copy-pasted diablo, like:
- negative resistances instead of giving less in items and having no clunky reductions later - armor and evasion having some ratios where nobody can really tell how much it is really giving instead of having x% reduction/chance - dividing damage types - spell damage to have 100% hit chance by dafault and base damage in skill, where skill damage have hit chance from accuracy and base damage in weapon (poor itemization balance due to that) - dividing defences into spell/skill in a clunky way, where "versus spell" block/evasion and so on sems to be "exclusive" and hard to get in the way they do it, but in reality common in enemies - not being constistent with damage reductions cap, armor (physical resist) reaching 95% max where elementals just 75% (where there is not much of a gear/passive skills to raise this cap to 95%) with create large gap in mitigations - putting some defences mostly in 1 gear type or skill tree side, in example if you wanna good spell countering defense you must use either shield for spell block, max elemental resists are mostly ONLY in shields if it comes to equipment (not counting flasks), spell evasion is hard to get. Balance all those mechanics with each other and you would see how reliably you can build defense, and if you have defense you can then build a good melee char. Its just "fanboism" of GGG that is killing this game. Most aspects that are actualy good in this game werent in diablo at all. Diablo 1 and 2 was really crap game if it comes to balancing, so I would never base mechanisms on something that doesnt work. Diablo was good game if it comes to playing for fun, but not competetivly. Последняя редакция: herflik#4390. Время: 23 окт. 2017 г., 01:38:54
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not to mention that Diablo's legacy comes mostly from multiplayer aspect. you had better single player games available but if you wanted multiplayer experience (and in 90's you wanted that, that was something new) there was little to no competition for battle.net
in my case all my 'great' times with D2 are from multiplayer aspect - gaming with my friends, doing something 'new'. but if i had to take one game for a lonely trip - it wouldnt be D2, not even close. |
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" Yeah the lore is indeed decent but the story (the actual plot which is another thing) is abit meh. Especially in the last acts the flow is just not there. As for Wolcen, i am not familiar, but if we are talking about ARPS in the isometric-diablo style, then yeah, nowdays they do feel outdated. However if we take the wider umbrella of ARPS, i 'd say it is the most "current" genre out there. Every Action game adds RPG elements, while every RPG digs deeper into the Action thing. I mentioned Dark Souls as the new standard for ARPGs nowdays, the same way Diablo was in the late 90s, because the RPG elements are still deep and complex(not to the level of PoE, but that's not nesceserily bad due to better balance), while the Action elements are top. There has not been another game like Dark Souls up to that point, where you had complete control of your character, with perfect control over your character on every move, while still maintain deep RPG elements. Besides i beleive third person is the perfect platform for ARPGs. It is far more direct and immersive from isometric cam, and you can dodge and have great control of your character to depict a Drizzt fight on a RA Salvatore book. After you played melee in a Souls game (or in other games inspired by it -to a lesser or a higher degree-, eg. The Witcher to a lesser or Nioh to a higher), you will NEVER be satisfied with melee combat on PoE -EVER. No matter what they do. Not to mention it is very hard to balance it with ranged the way the game has been set. The only way for me is to severely nerf Ranged Single target capabilities, while severely buffing all melee single target ones. |
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I still play melee as well because i do that on every single RPG i have played since the 90s. But i have compromised. My favourite skills are Flicker Strike, melee Frenzy and Double strike and i have abandoned them all for blade flurry. I hate automisation but i started using Cast When Damage Taken and Blasphemy. I still miss my the build i had created back in 2013 which was one of the most popular Shadow build of all time (on my other account Poutsos) (https://www.pathofexile.com/forum/view-thread/417287). I loved it because it used 4 attacks for differernt reasons (frenzy for stationary single target and gaining frenzy charges, lightning strike for the ocasional ranged needs AND generating power charges, whirling blades for movement and obviously Flicker) and the self curse. It also had that Goku feel to it. Nowdays it just feels pointless to do something like that.
And yeah, GGG propably did came to that conclusion and they did the right thing. Isometric games, due to their limitations on the actual "Action" thing can really deepen the RPG experience with great itemisation and leveling, PoE has done an amazing job in that regard. I ll go as far to say that their skill tree is the best in video game industry. The problem is that the game is propably the most unbalanced one out there. Releasing a ton of skills with a billion multipliers, unless your balance team is very big and very experienced, will result in a balance mess. Poe Builder made that VERY clear. You run the numbers and the results are laughable. I remember comparing my Blade Flurry build which uses a mirrored dagger, to a theoritical similar build using Dual Strike with TWO mirrored daggers, and the result was the dual strike doing about 40% LESS damage. I mean LOL. A dedicated SINGLE TARGET, dual weilding(with 2 MIRRORED DAGGERS), melee, namelocking skill was doing 40% less SINGLE TARGET damage than a AoE semi-ranged skill with one weapon (so half the cost). I do not expect from GGG to make immersive combat in the style of a Souls game. I expect them to really optimise their game in terms of Balance (finally doing something about that melee vs ranged, making primary defenses like armour and evasion more usefull, making TANKS usefull etc.) and in Technical issues (the game has crashed my Laptop so many times i am worried it might burn at some point). Also this ship has sailed, but i hated their automisation options from day one. They destryoed the -even then - limited immersive Action gameplay it actually had. PS: That's the reason i also play extreme melee glass cannons. The way if i stand still for a second i will get oblitarated, while i also destroy everything in seconds is the only way for me to get interested in the gameplay and get a pump of adrenaline. Последняя редакция: astraph#3219. Время: 23 окт. 2017 г., 06:30:34
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This guy couldn't even make a viable character in his own game, he thinks The Goddess Unleashed is an insane item and after many posts trying to convince us it was good, wasted company time and money on a video reiterating how garbage it was.
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" Oywot can you link to that video? I never seen the Chris calling an item garbage Need game info? Check out the Wiki at: https://www.poewiki.net/
Contact support@grindinggear.com for account issues. Check out How to Report Bugs + Post Images at: https://www.pathofexile.com/forum/view-thread/18347 |
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" A very good post. Completely agreed with you, Poutsos. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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The biggest problem that resonates with melee, but is applicable to all builds, is defense.
Armor only mitigates physical, which can get very high, but against elemental you're limited to max 75% reduction that completely ignores armor values when it is applied. Considering that end game mobs dish out astoundingly insane elemental hits means that players have to rely *solely* on leech/vaal pact to get back life before the next monster hit lands. With evasion you get no armor at all (unless hybrid ev/ar) - the one hit that gets past evasion chance = dead, regardless of type. Only ES mitigates both elemental and physical damage, if not chaos, which is why ES builds were the only real way to survive end game content for so very long. To fix this, notably for melee, would be to have armor's physical mitigation value also apply to elemental hits at, say, 10% of the physical mitigation value (i.e. a 90% physical mitigation character would have 9% elemental mitigation. Essentially +9% max res). This would not apply to self-affecting skills such as Righteous Fire or the damage caused by held weapons (such as the fire damage from things like 'Razor of the Seventh Sun', ect), only to incoming damage from foes. Evasion should have its evasion chance used as mitigation versus all incoming damage at 50% of the evasion value - which would not stack with armor mitigation; damage would be applied before the armor values were applied, minus evasion mitigation. This will allow evasion or evasion hybrids to survive the hits that always eventually get through. The same would apply to block - one or the other, not both. The higher mitigation - of evasion or block - would apply. Thus; a character with 50% chance to evade (or block) would have 25% damage mitigation applied before armor, but after ES. This will enable all defense types to be viable, rather than just ES with everything else coming in a distant second. Also, melee skills should get an inherent damage reduction value. The problem is; how to prevent players from just throwing a melee gem in their build just for the inherent reduction while still playing ranged. And, IMO, 'Chaos Innoculation' should be reworked: ES reduced by 30%, Chaos does not penetrate ES. Life is unaffected. Patch Notes 3.15: Fixed a bug where players believed the game was playable. This has been corrected and made retroactive. Patch Notes 3.19: Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment. Последняя редакция: BlaqWolf#1151. Время: 24 окт. 2017 г., 11:15:58
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" That's simple enough, whenever you hit something within 10 units from you with a melee attack you get fortify for 1s with no way to extend it. Problem solved, either dodge around without fortify or use it to stand your ground, 1s should be long enough to allow for a bit of repositioning but not long enough to take it and run. Yeah, common sense doesn't belong in games but still, I always did wonder how is it possible to brace yourself and move at the same time. Sure, something like Anchor skill from Hellgate London wouldn't fit PoE well but this should be close enough. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Последняя редакция: raics#7540. Время: 24 окт. 2017 г., 12:57:46
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" I actually had to check the date of your post to make sure this thread wasn't necro-ed. I don't think the 2 people who are still playing CI builds after 3.0 would be happy about a CI nerf. |
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