Why MELEE feels ESPECIALLY BAD to play (targeting, hitboxes, pushing)
" The melee/range difference is so stark that GGG had to adjust for melee players in Sekhemas, lessening the honour loss from damage, based on the distance of your attacker. There's still a massive issue with the 10% XP penalty for dying after level 70. By the time you're mid 90s, trying to get 1/4 billion XP and avoid 25 million XP penalties for dying - you're really being punished badly in a fuller game sense for being melee. |
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" 100% agree here, the only way to flatten the difference slightly would be to give melee specs a flat 30% dmg reduction or even 40% even then it won't be close. The range distance itself is a gigantic defense layer. Add to that range can move while attacking, bows even get a rhoa (movement speed IS a defense layer), and do more damage. The bias is crazy..but I find melee more fun lol |
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Even diablo 3 has proper push back animations but in poe 2 we have this extremely weird interaction where it feels more like it's a bug than an intended behavior
And the worst part is that apparently GGG don't see any problem with the way enemies push back your character in poe 2 lol Последняя редакция: Vyend#2601. Время: 11 нояб. 2025 г., 07:55:11
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The push prolly should have some kind of a visible adjustment of character stance and like a dust trail left by your feet as you are pushed.
Overall melee's just pretty lacking at the moment. I'm not sure I quite understand the design goals in regards of melee vs ranged. Ranged has an inherent advantage in clear and safety due to well, range, but like most leagues in PoE1, ranged skills in PoE2 as well just generally cleave better and are on par on single target damage as well. I would imagine that it was vice versa. Melee should have slightly higher cleave, AoE and damage because it has to go to melee range. If these stats are equal, ranged is just inherently better, but they aren't even equal, they are in favor of range. In build popularity, at the moment, in rough order, we have LA/LR, various minion builds, ED/Contag, Spark/Arc/Orb, CoC Comet, .. only then there's a melee, which is Ice Strike; which happens to have a pretty decent range for a melee skill. Most melee skills we currently have, have much less. |
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This has been an issue since day 1 and I still didn't see it addressed in any patch so far.
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" No no No bug here ,nope this awesome. But they were short the required 5 mob circle to body me into a corner and stun lock me. Rookies..... https://www.youtube.com/watch?v=MkWTIG70hd4 |
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Melee will always bad for the same reason it's bad in PoE1. Exponential damage & defense scaling, combined with mechanics that instantly replenish your life, means the only way for the game to offer a threat is to have one-shot mechanics that can overcome your regen and kill you, and therefore it's better to make a build that can efficiently screen-clear at a distance.
That's why the combat tends to be one-dimensional in PoE1, if you have a build that can actually do the content efficiently. Problems: - Exponential scaling - Lack of "attrition" in combat. |
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Последняя редакция: Foozenberg#2833. Время: 12 нояб. 2025 г., 11:02:57
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Range is obviously just easier. the combat is in real time. So if you want to avoid damage you can just move away from the source of damage (whilst still dealing damagae as range). Where as melee has to approach the source of damage. I don't see how that will ever be balanced equally. But I don't think the difference between range and melee is as much as some make out. Range is just simplier to setup. Stack damage and keep away from enemies (so take utility/movement). Melee requires more hoops to jump through to build sustain. Overall though I think melee builds can be rewarding for players who are not just looking to min/max.
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I'm still of the opinion that just giving move while attack like ranged has would fix some of this at least partially... Being locked into one on one is just balls.
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