Why go melee when ranged does everything better?

Now that block was nerfed, i am not going melee ever again.
"
sidtherat a écrit :
and you know what is the best part of this cruel joke?

killing yourself on reflect from counterattack damage


i'm just glad this game doesn't have iron maiden
Why did you make the glaciator?
Yeah, because it's fun. That's the only reason to play melee and it is a very good one as well.
For try, for see, and for know.

This is a buff
"
Why did you make the glaciator?
Yeah, because it's fun. That's the only reason to play melee and it is a very good one as well.


It can be fun, but not competitive to endgame as other classes / builds.

So it should fall in to the TOY / NOT SERIOUS / NOOB TRAP cathegories right ?

This is an ARPG ... The melee class is always almost the main and one of the coolest classes. Raw power, high defenses. For some reason on this game the melee is the stupid class that only 1% will play because it is very badly designed, but the spaceship with wings shooting machinegun is almost the only way to go.

I don't get why melee it is so fucking hard to balance on this game, it is getting stupid boring.
The thing is, there is way too much nerf to defenses for melee. CWDT is only physical. They nerfed ALL RES when in all reality i could not even tank the crema boss with purity of fire and ruby flask for more than 2 seconds before nerf. BRING BACK THE ALL RES IN MAURADER and for petes sake make melee chars take a "passive" 30% less damage like diablo 3 or something.



Learn something from your community GGG please...
Here until the end.
Dernière édition par pookyfied#0986, le 11 déc. 2014 à 02:01:02
Of course it isn't competitive. The main reason why melee is so difficult to balance is that due to PoE's super flexible character building system, most of the time whatever melee characters can do, the ranged ones can do just as well.

For try, for see, and for know.

This is a buff
"
Etherfire a écrit :
Why did you make the glaciator?
Yeah, because it's fun.


Why did GGG nerfed it to shit?
Yeah, because it's fun.
I'm a savage, I'm a king
I fought deceivers
I conquered evil
melee suck = balanced
"
Etherfire a écrit :
Of course it isn't competitive. The main reason why melee is so difficult to balance is that due to PoE's super flexible character building system, most of the time whatever melee characters can do, the ranged ones can do just as well.


And the inverse is also true - not only does everyone have access to the entire tree and ranged options, but all save the witch have access to melee options that would need such mitigation.

The issue I think is that mitigation exists in the first place. Diablo 2 had chance based armor class and block; mitigation was Resist and some safety affixes that could make you immortal. If you try to melee in Hell difficulty in that game without resists, you get demolished. Even little turd imps are a threat. But once you had those accelerating returns on elemental mitigation, one hit kills just didn't exist in that game.

Chris recently called Evasion "overpowered", but it isn't. Not on its own. It's suicide without Endurance Charges and/or Mind Over Matter. Arctic Armour?? Good lord.
"
pookyfied a écrit :
The thing is, there is way too much nerf to defenses for melee. CWDT is only physical. They nerfed ALL RES when in all reality i could not even tank the crema boss with purity of fire and ruby flask for more than 2 seconds before nerf. BRING BACK THE ALL RES IN MAURADER and for petes sake make melee chars take a "passive" 30% less damage like diablo 3 or something.

Learn something from your community GGG please...

Yeah, melees get hosed in a variety of ways. Not super easy to fix however, since there are builds that use melee weapons at range (hiya spectral weapon), so you can't bury the stuff deep in a sword node, for example. And then there's builds that operate at melee range, but aren't actually melee, like RF. Those type of builds shouldn't be forced to take pointless nodes to get their survivability.

They'd need to add some nodes in that provide big survivability boosts, but negatively impact your range (up to a certain point, of course). And they would need to limit summoner types as well, most likely. Such nodes could actually be quite interesting, spawning entirely new caster and bow builds, ones that operate at close range because they took the survivability stuff.

And not just for physical damage (like that 4% one that shield node has). It needs to cover elemental as well. Those frost breath puppies in the Docks, for example, are the sort of attack that is trivial to avoid if you're ranged, but the sort of thing as a melee you have to expose yourself to. Not that those are exactly hard mobs to kill, but it serves as an example of how much more prone to taking damage a short range character is.

Of course, they could do things like reduce the resist cap to 50% and then provide the melee areas boosts to the resist cap, coupled with adjusting the elemental and chaos damage mobs do. Spread them out a bit over areas meant for close range characters and most ranged types wouldn't bother chasing them.

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