The REAL problem with melee vs. ranged
This doesn't fix the melee problem at all, only destroys ranged as well. The problem with melee is that you need to walk up to a target and click on it to hit it, and if you miss it you hit empty air even with 100% accuracy.
If you don't think the targeting is the problem just look at all the melee skills: 1. Skills that don't require a target Blade Flurry Cleave Cyclone Earthquake Ground Slam Ice Crash Lacerate Lightning Strike Molten Strike Reave (exception for initial hit) Shield Charge Sunder Sweep 2. Skills that require a target Dominating Blow Dual Strike Elemental Hit Frenzy Glacial Hammer Heavy Strike Infernal Blow Puncture Static Strike Vigilant Strike Viper Strike Wild Strike Why is the first melee category more popular and viable then the second one? Because all those skills have build in AOE and don't require to physically click on a target by chasing it with your cursor, you can just hit the ground and AOE happens. Solution is to make Melee Splash slam the ground instead of a target and give it a little more aoe or at least make Flicker Strike a support gem that works with skills that require a target. Dernière édition par PayneK#3102, le 26 avr. 2017 à 06:38:48
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" yeah i feel like name lock is the larger issue right now I dont see any any key!
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They should definitely not increase monster hp. That would make people realize how stupid monster ai really is.
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
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" I would actually go the other way: deal less damage when enemy is close. Current scenario: Besides from running around let's imagine a melee-enemy coming close. You already do damage with ranged attacks while he is approaching to you and when he gets in range you would (if using point blank) melee-level damage or more. With the opposite effect: You would deal good damage as long as you stay away but are pretty much screwed when they approach you that's where melee should shine and not a range character buffed by point blank. And being forced to also move because you deal less damage if you stay would penalize just approaching and spamming ranged attacks and spells too. |
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" Something like that would make sense, slow monsters with a big shield that are more protected against ranged attack would be great I think. Not 1000% more armour obviously, but something like that. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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IMO Melee damage is ok but but they have to be more tanky.
Increase hp to about the same as ES and everything will be fine... |
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The Real Problem is that as u progress to higher lvl content the only thing that builds up is monster dmg and monster life, there is no challenging gameplay whatsoever in this game unless u do unique maps, only one shoots exist, to remove chance of getting one shoted ppl tend to do 2 things: clear faster than monster can react, do lower lvl content (aka shaped strand meta)
To compare im doint nothing meta-like any league, right now i have plaid Cheftain CwC firestorm maruder with 8k life over capped resistance 90% phys midigation, 2k life regen, and because mine dmg takes a momment to stack up i often get caught in melee range and so im often one shooted on t14-t15 maps struggling to get pass 89 for about a month, while on other hand i made shadow assassin flicker with abyssus and i exped him to 90 in just 2 days doing t8 atolls. The key difference is that monster never ever touches me as i had 14 APS with flicker, nothing got chance to react so i never even had to midigate any dmg exept elemental. The problem that needs solving is that game needs a better and smarter monster mechanics, not just stacking lafe and dmg because that is just stupid and allready leads us to a point where u make tankiest motherfucker like no other, with crippling dmg but u get still one shooted at some point. New monsters and locations need to be aimed at ranger champions to make GAMEPLAY more challenging. Cheers. (sori for mi bad inglesh) Any player can design a build that works,
but it takes a casual player to design a build that barely works. |
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" You'll have to search a long time before you can find a monster in this content that can deal this amount of damage with a single hit (other than stupid volatiles or telegraphed boss attacks that you are expected to avoid). This would require a "stars align" scenario of wrong rare monster with wrong affixes + multiple crazy map mods + essences + onslaught league stone + shocked ground + crit etc. 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519 Dernière édition par Peterlerock#5171, le 27 avr. 2017 à 10:20:58
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" I mean the bigger picture is the fact that basically all almost skills in number 2 effects could be added to skills in number 1 outside of base damage. In items, ascendancies or otherwise such like auras/buffs. (Why should I run frenzy + glacial hammer when I can turn on hatred aura + use blood rage) Dernière édition par RagnarokChu#4426, le 27 avr. 2017 à 12:42:10
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The damage of range skill gems actually reflects that. It's the supported gems and overpowered auras stacking that makes things way too overpowered. Stuff that is supposed to hit many enemies but have weak damage such as Spectral Throw, 1 shots them instead because of the said buffs.
Dernière édition par Genmaicha#0755, le 27 avr. 2017 à 13:20:27
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