How to fix "Melee" in POE, my suggestions
1) Melee Splash needs a "more" damage multipler, so you arnt punished for useing a normal true melee skill, to wave clear. No more forceing people that use these skills to gem swap. Theres so many drawbacks to melee, that it seems unnessary punishing to force people to gem swap so much, and then lack in aoe even when bossing.
2) Ancestral call.... same deal, give it a "more" damage multipler. Let melee characters just keep it in, even while bossing. Suddenly people would be willing to play Glacial Hammer, Infernal Blow, ect again. 3) Fortify needs a "more" damage multipler as well. Why? so people can run it in their main attack skills (and not just in leap slam). Melee get "hit" alot more often than ranged characters, why shouldnt they have a gem that off-sets that unfairness abit? and be allowed to use it in their main setup (without suffering heavy damage loss for it). 4) Life leech needs a more dmg modifer, equal to Energy Leech. 5) Cast on Melee Kill, was supposed to help melee characters with wave clear..... but no one uses it. Why? again because no one wants to gem swap constantly, and it hurts your dps against bosses too much. Solution? Give it a "more" damage mod (not just for spells, all damage) so people can use it, and not have to swap 2 gems against bosses. 6) Give every single "true" melee skill, a additional +10 melee range. Projectile users and spell users, can off screen things, but melee characters can barely "reach" things right in front of them, they need the range increased abit. Does anyone think this is too much? or theres something wrong with it? Dernier bump le 19 mars 2019 à 13:55:14
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You cant swap two support gems? You cant sustain your fortify on a movement skill?
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" I'm not a fan on these suggestions because they seem like workarounds to the core problems instead of just addressing the actual problems, but at the very least you can't claim they aren't valid points. Why should you have to sustain fortify on your movement skill as a melee character? The point of that gem was to make melee tankier and instead it's a generic damage reducing that everyone uses on movement. It would be a nice qol for melee. And why should melee have to constantly swap gems when other builds don't have to? That said I don't think this will fix the problem. We already have jugg as basically the invincible melee, what we don't have is fast clearing melee or as many melee options as spell options. my evasion is so high i only insta rip sometimes ----- Bug Fixes: People were using cyclone for actual melee builds, so we nerfed it and made blade vortex. Also, we went ahead and made cyclone great for CoC casters while we were at it. Dernière édition par Legatus1982#1658, le 19 mars 2019 à 07:31:48
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Bow builds cant take advantage of fortify.
As a spell build it is totally possible to roll with increased aoe and then switch to concentrated for bosses. Dernière édition par Johny_Snow#4778, le 19 mars 2019 à 08:19:07
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" Which is how it should be. Everyone seems willing to swap 1 gem, the problem arises once its 2 or 3 gems. Haveing to swap out Melee Splash + Ancestral Call, every boss fight (2 gems) is too much. Haveing to swap out Cast on Melee Kill + Spell, every boss fight (2 gems) is too much. People just arnt willing to do it. Its too much hassel, so builds arnt being played, and gems arnt being used because people dislike gem swapping to much (atleast once its 2-3 gems). My suggestions above (the OP) are about makeing it viable to use some of these, without haveing to swap to many gems around, thus makeing many more builds playable and acceptable by people. |
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You don't need both melee splash and ancestral call.
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" Personally I thnk that is a good start... need something more though.. Can't boost the defences that much since that would just make melee chars unkillable. Might "nerf" the defences for ranged though... like fortify, to your suggestion change the duration to 1s thus making it viable as a mainskill link but crap for ranged movementskill addon. Anyway GGG have their work cut out for them to pull off any significant improvement... |
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" Yes some builds do. Infernal Blow is vastly better with both, and its silly they have to gem swap vs bosses, considering how "avg" its damage is. So its not at all true for everything, some skills, that are currently really weak, could tremendously benefit from such a change. It wouldnt even make those skills overpowered or anything, it would make them "useable" instead of currently something thats just dis-reguarded. |
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" I like this idea, a 1-2s duration for fortify would mean people would stop running them as leap slam / shield charge, gems and instead use them in melee builds. However if such a change takes place, it does need a more dmg multiplier, so melee characters can run it without drawbacks. Otherwise it would end up as a melee only nerf, which tbh isnt needed atm. Dernière édition par Arkadrel#5074, le 19 mars 2019 à 11:02:28
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melee is dead
after people realise how easy, steamroll, cheap and safe spells are noone will even look at melee again 3.6 made already busted and braindead builds STRONGER so.. 3.7 is NOT going to make melee playable. what would you need to do to make melee even remotely comparable to Winter Orb? Brands? 5+ totems with multiscreen coverage.. Divine Ire that has EXTREMELY idiotic scaling. you know what is going to happen? 20% more damage on most skills + abandonware rework on Sweep and Glacial Hammer total melee playerbase right now (Excluding cyclone/ms cocs/agony) is ~2% and most of these 2% is going to switch to 'good build' once they get murdered once too many the only way to make people play melee is to NERF the F.. of other stuff. that is not going to happen. so do not waste your time with suggestions etc - it is 100% pointless remember: they think current Ground Slam is 'modern' and is in the same league Storm Burst and Witner Orb are. makes you wonder |
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