How to fix "Melee" in POE, my suggestions

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Arkadrel a écrit :
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?


The things I can agree are 3 and 4 in your proposal. Other than that, I think that it only changes Melee to other category skill.

The necessary thing for Melee skill is not only to use Melee weapon. Melee skill should be able to strike enemies directly with weapon that character equips. I cannot regard a skill which many doppelgangers attack enemies with massive AoE instead of player far way from pack as Melee skill.
"I cannot regard a skill which many doppelgangers attack enemies with massive AoE instead of player far way from pack as Melee skill."

This isnt real life though.... ancestral call was made to make certain outdated melee skills barely viable, and competitive against spells / projectile skills.

Otherwise bow skills should only shoot one arrow at most, and its attack speed should be like 1/10th of a melee attack. Spells shouldnt exsist at all.

Basically without those double gangers, and aoe splash, certain melee skills just arnt viable in Path of exile.

So your answear is abit like "Just dont play melee ever"
Why? because you dont think it makes sense. Okay then.

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