So melee still sucks, can we get a comment from GGG?
" Not tanky as in Kole was running right at him, he had no defensives going, no flask, no curse, no endurance charges... nothing. A simple enfeeble would have saved him. An enfeeble with granite would have been even better. |
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Melee has to be in the thick of things, taking hits.
The paradigm of "stack defenses just to not get instagibbed" isn't sufficient for them, for melee to do their job they need to be able to tank endgame monster DPS, not just survive a couple hits. The current endgame scaling is entirely built around the assumption that a player is not going to take very many hits and only needs to avoid being 1 shot to survive- for ranged this is the case as someone who is keeping their distance can easily withdraw and upon recovering immediately begin dishing out DPS again without having to close on their targets. As long as a character with capped resists, high life, and good armour/evasion can be killed from full in say under 5-6 seconds, I doubt melee will ever really be viable. The game's essential cap on defenses is just too low for them to really be effective. At the very least monster spike need to be addressed. And no physical enemy should ever even on a crit do more then 2000-2500 base damage. Neither evasion no armour is particularly effective at mitigating large hits(wjhen they do actually hit), and it's just silly that characters with good defenses are still getting killed in a single hit by bosses such as Cole & Hybrid Widow. Honestly I think Melee characters badly need some kind of intrinsic added layer of mitigation. Perhaps something like "each time a character makes a melee attack for .75 seconds they take 40% reduced physical damage and 20% reduced elemental/chaos damage". There just aren't a lot of other ways to directly buff the survivability of melee characters without also buffing spellcasters using staves/daggers. GGG needs to realize just buffing DPS & sustain(lifesteal by extension) isn't going to cut it- The gam,es current hard/soft caps on mitigation just aren't sufficient for melee to function endgame(especially against big physical hits)- they need more mitigation. Talisman softcore IGN:disappointment Последняя редакция: bilun#7650. Время: 11 июн. 2013 г., 21:55:43
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Diablo 3 gave melee classes an intrinsic 30% damage mitigation. perhaps the only thing that game did right.
IGN: Arlianth
Check out my LA build: 1782214 |
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" their loot allocation was pretty good too... but yeah not much else. |
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" This would only work if there was node near to every class which would say: spells and ranged attacks do no damage but you gain 30% reduction to incomming damage. Done. |
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" Great idea! It should even be a THIRD exit point from each class, that leads to nowhere, you just select that one point, so it doesn't interfere at all with the rest of the tree. Also, there should be a hard damage cap, PERIOD, based on character level. CharLVLx50=MaxDmg taken in a single hit (after protections). Or something. |
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" No. |
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Such ugly "solutions".
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" Yes. See, 2 can play that game. Besides, I don't care what you have to say, you're the local village idiot that screams "omg gimme more hardcore!!" for eternity. You're annoying at best. |
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if ppl are so scared about getting one shot, just go ci. there is nothing in melee's definition that it has to be life based.
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