Why go melee when ranged does everything better?

"
One simple solution would be to nerf GMP/LMP etc. with crit debuffs.


A sad truth is that they can nerf crit into the ground and it would still be beyond worth using.

50% crit and 300% multiplier is double the damage. A wand, 5 power charges, a handful of crit chance and multiplier nodes. Or just a dagger from off of the passive tree.

Double the damage is equivalent to the entirety of your Increased Damage +100. Say you only have an anemic 400 increased% damage?

Let's value this at a 12% for a damage node.

500 / 12 = 41.66

That's roughly 42 stat points worth of power. In game that's reached at 25/500 crit. As anyone with crit knows, that's an 80% chance to crit in the first 1.5 seconds, melting everything on screen with the equivalent of 9 attacks worth of force. More multiplier just means a faster death on reflect.

The ground isn't far enough down. This thing has to buried under the ground. "Don't nerf us, buff melee!" "How the hell melee gonna kill something as fast as 1.5 seconds, that's off the damn screen? How that gonna work, bro?"

And yes, melee should do higher damage than ranged, in the range of 1.5 to 2x. Real melee. Not Ground Slam or Throw. This is square peg, square hole here.

"Why is Spell Echo 1.53x instead of ~1.33?" "Who knows!"
Dernière édition par LimitedRooster#5890, le 11 déc. 2014 à 05:03:18
"
chromafunk a écrit :

This is an ARPG ... The melee class is always almost the main and one of the coolest classes. Raw power, high defenses.


I think it was time ranged characters got the spotlight
You make my ochinchin go doki doki.

"
GooberM a écrit :
"
chromafunk a écrit :

This is an ARPG ... The melee class is always almost the main and one of the coolest classes. Raw power, high defenses.


I think it was time ranged characters got the spotlight


I don't even....
For try, for see, and for know.

This is a buff
"
LimitedRooster a écrit :
"
One simple solution would be to nerf GMP/LMP etc. with crit debuffs.


A sad truth is that they can nerf crit into the ground and it would still be beyond worth using.

50% crit and 300% multiplier is double the damage. A wand, 5 power charges, a handful of crit chance and multiplier nodes. Or just a dagger from off of the passive tree.

Double the damage is equivalent to the entirety of your Increased Damage +100. Say you only have an anemic 400 increased% damage?

Let's value this at a 12% for a damage node, and 4% for a speed node.

500 / 12 = 41.66

That's roughly 42 stat points worth of power. In game that's reached at 25/500 crit. As anyone with crit knows, that's an 80% chance to crit in the first 1.5 seconds, melting everything on screen with the equivalent of 9 attacks worth of force. More multiplier just means a faster death on reflect.

The ground isn't far enough down. This thing has to buried under the ground. "Don't nerf us, buff melee!" "How the hell melee gonna kill something as fast as 1.5 seconds, that's off the damn screen? How that gonna work, bro?"

And yes, melee should do higher damage than ranged, in the range of 1.5 to 2x. Real melee. Not Ground Slam or Throw. This is square peg, square hole here.

"Why is Spell Echo 1.53x instead of ~1.33?" "Who knows!"



i'd still count ground slam as melee, but i understand your point.

still, fixing that 'damage' isnt gonna change much, since as you said, everything's basically 1 shot anyways, as ranged you can kill offscreen and as melee you have to run to each enemy.
"
Peterlerock a écrit :

Let's say, I try to build a melee/spell hybrid. Do I deserve the bonus or not?
Let's say, I play a close combat spell build (only spells, but very short range). Do I deserve the bonus or not?


I think the only way to make such an idea work is to have the node(s) have a serious downside for people that stay at range. Something like range reduced by X (with a min value it won't go below). So to take one of these nodes is to see your max range reduced. And that range reduction would impact your totems (both their range and how far away you can place them), your minions (how far away from you they are willing to get or maybe how many you can have), and so on.

Establish a clear trade-off. To take this means you aren't ranged.

Maybe a keystone. Say "You take 30% less damage from enemies. You and any sources you control deal no damage to targets further than 10 (whatever the distance measurement is) away from you."
Dernière édition par Mudpony#6327, le 11 déc. 2014 à 04:50:19
I play melee because it is fun.
Sometimes it is not, but happens with every character at one point or another.

But I'm not playing high level maps, so I can't say anything about that.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
"
KorgothBG a écrit :
How about this:
Each hit caused by a melee skill generates a stackable "1% less damage" buff capped at lets say 25%, lasts 6 seconds, each stack refreshes the cooldown, multiple enemies hit generate 1 stack only.

It can be a utility skill too i won't mind.


This and also "1% increased movement speed per stack" on top of it and we maybe might be able to reach the mobs. ^.^
Cruel Oak Reward-You take 30% Less damage. You may only deal melee damage.

Done.
Melee Keystone (or a 2H keystone at least)

100% projectile damage
100% less spell damage
100% less minion damage
Take 30% less damage [while wielding a 2h weapon]
[Deal 50% more melee physical damage or 2h weapon damage?]

Stuff in [] is optional
Why is this not a thing?

You can't use ST with it, or cheap your way out by using a melee weapon while casting stuff.
It also doesn't need to check for melee gems or any of that funky stuff.
[2.2] The Vampire - Tanky 2H Axe Slayer Duelist - /view-thread/1611662
Dernière édition par Mannoth#4185, le 11 déc. 2014 à 05:31:48
Melee is like a hobby in rl.

It's something you do for fun , but it don't pay the bills.

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