Regarding Melee Buffs - Introduce a Melee Physical Damage Aura

As the title says, i think it would be a good idea to introduce a melee - only physical damage with offense and defense benefits which are greatly needed. My idea for the aura goes like this:

-50% reservation.

-25-35% More physical damage with melee hits. You cannot deal elemental/chaos damage.

-Grants Fortify on Hit

-40-50% Increased Fortify Effect.

-This aura works only with skills that have the "Melee" Tag on them.

-This aura only grants its buffs (both damage and Fortify) on very short range attacks (eg. Single Target name locking skills and the radius of other Area of Effect kinda of skills (cyclone, Blade Flurry) when they use concentrated effect). This means that you will get the benefits from the aura only on targets you hit from point blank range, even if you are using supports like Increased AoE etc. Think of it as a extremelly short ranged curse with blasphemy. The other targets (if you hit them with splash or your higher range skill) would not get that extra more physical damage, neither will grant fortify. You may ask why not make it a curse then? Because 1)It should reserve more than 35%, 2)It should work on all maps(not be prevented by hexproof etc.), 3)Not taking up 2 gem slots.

Tell me what you think of something like that.
Last bumped3 нояб. 2017 г., 09:11:59
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No granting fortify on hit from an aura. I'm sorry, but that's ridiculously OP like Vaal Pact with CI OP. You also don't want to constantly worry about range with exact units; it's too much of a complication. No increase to fortify effect; same reason.

What would be fine though is the 25-35% more physical damage for 50% because it should be comparable to hatred.
I am all for making starforge overpowered. This would take away one of the big drawbacks, dmg buffing aura.

I agree with Slicer9875 tho, keep it at 35% more, 50% reservation. remove the free fortify.


a % chance to gain fortify on hit could be its own 25% aura.

I could see starforge builds runing the phys aura/fort aura/arcticarmor aura.
I am surprised that you find fortiry on hit overpowered. Everybody already has fortify through movement skills. I just wanted a way for melee only skills to have a better version of fortify at a high cost. Elemental or hybrid elemental/chaos skills already can already, not only scale their damage higher, but also their survivability with flasks like taste of hate or atziris promise. This aura would give you something comparable to that. But i really do not think it should be abused by ranged melee skills with huge AoE like Sunder, or even Blade Flurry when you are hitting shit with Increased AoE. It should really be a close ranged melee thing in my book.

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Slicer9875 написал:

What would be fine though is the 25-35% more physical damage for 50% because it should be comparable to hatred.


Blasphemy + Vulnerability is exactly what you are looking for. The increase damage taken on monster act as a more multiplier and you got bonus DoT damages on top of it.
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IceDeal написал:
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Slicer9875 написал:

What would be fine though is the 25-35% more physical damage for 50% because it should be comparable to hatred.


Blasphemy + Vulnerability is exactly what you are looking for. The increase damage taken on monster act as a more multiplier and you got bonus DoT damages on top of it.


Not really because it does not scale with your other shit, and of course because bosses (especially guardians/shaper) have curse resistance.
In general I feel it's - to a certain extent - against the core idea of PoE to make very specific Aura's, items and skill gems that's only viable for a certain playstyle.

As a rule of thumb Aura's, Support gems and non-weapon uniques should be possible to utilize for many different playstyles. This one of the things that make PoE so interesting. That unique items, gems, aura's and so on can be utilized in many different ways by many different builds.

For instance the introduction of the Ruthless support gem is in my opinion not very good for the game because it basically means bleeding damage is balanced around melee builds. This makes bleed a really bad option for bow builds or kinds of builds that would like to utilize bleed as a mechanic. It forces a certain playstyle and that's a bit of a shame. This is one of the reasons why basically every bow build out there is currently purely elemental damage focused :(

Of course this is not always the case. Some uniques are better than others for casters more so than melee builds but in general I feel the best uniques out there can be great items and utilized by many different builds.
Последняя редакция: Frankenberry#0590. Время: 2 нояб. 2017 г., 13:17:20
Several support gems passives abilities are melee/spell/projectile etc specific. Even fortify which was supposed to be melee exclusive has been abused by every ranged build on the horizon. Considering that melee has been underpowered since closed beta, an exclusive aura does not seem inappropriate at all
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astraph написал:
Several support gems passives abilities are melee/spell/projectile etc specific. Even fortify which was supposed to be melee exclusive has been abused by every ranged build on the horizon. Considering that melee has been underpowered since closed beta, an exclusive aura does not seem inappropriate at all


There is not a single aura that purely benefits one play style. Support gems are different because usually we have counterparts for each playstyle.

For instance Physical Projectile Attack Damage and Melee Physical Damage is basically the same support gem. Just with two different colours to make things easier for projectile builds (usually focused on green gems) and melee (red gems).

But if you took a gem like Concentrated effect, Damage on Full Life or Physical to Lightning and said "this is now only for Spells, Projectiles or Melee" you would limit build diversity quite a bit.
Nice suggestion! How about Melee Damage Aura instead of just limiting it to just physical :D
WTB Map drops since 2013

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