Melees Solution - Buff/Aura specifically for Melee builds
So since some people think that melee could use a buff and others replied, it's hard to do, since every class/build can use melee or switch between melee/ranged, I gave it some thought. For me, the only way to buff melee is through an aura/buff gem, specifically designed for melee characters. I came up with the following idea:
" This aura could never be abused by ranged users because of it's rules. Even "ranged" melee fighters like sunder can't abuse it, since the stacks can only be generated within 3 metres. It really forces the player to dive into the action and grants him a huge buff. The 8 second timer helps to keep the stacks up, even between fights. What do you guys think? Feedback would be welcome Dernière édition par AceNightfire#0980, le 23 déc. 2024 03:01:06 Dernier bump le 31 janv. 2025 21:45:16
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it’s clear you’ve worked to create something that fits the melee playstyle while addressing balance concerns. The idea of an aura that rewards staying close to enemies is super thematic and fits well with the identity of melee builds. The 3-meter range and stack removal on ranged or spell usage are clever ways to ensure it can’t be abused by ranged players or pseudo-melee builds like Sunder. The 8-second timer is also a nice touch, allowing players to sustain stacks between fights without feeling punished during lulls in combat.
That said, there are some potential drawbacks to consider. The stack generation rules might feel overly restrictive for hybrid builds that occasionally rely on ranged attacks or utility spells, potentially locking out some creative playstyles. Also, the reliance on constant melee hits within such a short range could be punishing in fights against highly mobile bosses or in scenarios where positioning is tricky. Lastly, while the buff sounds impactful, it might still struggle to compete with other powerful auras unless the damage reduction and movement speed feel significant enough in practice. Balancing those numbers will be crucial to making it feel rewarding without being overpowered. |
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" AI response. |
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" Thanks for the uplifting words. I put some thought into it, because there are many clever players who understand the meta-mechanics so well, that they can find ways, to abuse this buff even as spell/ranged. I hope the rules here help to avoid that or at least make it very clanky for them. " Yes, the balance of numbers would be key. I can't fathom if 20% universal damage reduction is to much or not enough. Maybe it's on point. Same goes for movement speed. I specifically made it "more", so that the 10% really feel impactful. And I wasn't sure about the 3m radius. It can be 4m or 5m ofc. It just shouldn't be "too big", otherwise we get into mid-range and I'm not sure if mid-range needs such a buff as well. I do understand that there are hybrid players. But hybrid plays also benefit from range, so it's questionable if they actually need this buff. I designed the buff so, that it's very melee specific. The limitations are kinda necessary to ansure, that it's really hard to abuse by any other build except for melee. But instead of it being an active spirit skill, this could also be a support gem that can be placed in any spirit gem at the cost of 10 spirit. So combine this with herald of ashes or precision aura and gain the aboves benefit as well. This could cost like 20 additional spirit then (instead of 30). :) " I sometimes put my texts in chatgpt as well, if I think I wasn't able to write a good/convincing post. It doesn't matter to me, as long as the input is useful for the discussion. Dernière édition par AceNightfire#0980, le 23 déc. 2024 04:11:50
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I applaud your constructive attempt to fix a problem.
I agree with the other poster that the stack generation rules feels overly restrictive. " This part, specifically, as it neuters hybrid characters. These examples are just what came to mind: 1) a current build I'm exploring is Bonestorm (casted) into Sunder nuke on Infernalist, with aftershocks (Bonestorm -> snipe on PF was also an option, but I didn't enjoy snipe's playstyle). Bonestorm's a channeled cast and so far mobs frequently arrive before it's finished casting, even with +2 proj and 25% more cast speed. You move like molasses while channeling. There is functionally no ranged advantage, compared to using a "melee" skill like Glacial Cascade, which can kite all day (and applies Chill/Freeze). Leveling as melee sucks, but leveling from the witch area in particular is already a trial. I made a conscious decision to do that (a second time, even) so I'm fine with that, that was my choice. But to me, warrior melee, merc, or monk melee is in a better place already due to their starting point, availability of associated resources, and # of pathing nodes it takes to start ramping. Witch has very few physical nodes of value to begin with and there's no point ramping spell damage/crit, which does nothing for sunder. That is a tradeoff, and part of the fun, of playing off meta jank: putting the puzzle together. That said, I just don't see why it should actively be compounded upon by penalizing a hybrid character (i.e. restricting casts in the last x seconds). It's essentially elevating "pure" classes while depreciating build flexibility, counter to the idea of tree traversal and "any class can be any build". 2) a melee char specced into a pseudo mjolner build e.g. with Choir and Quecholli (Trypanon 2.0). You're casting via attack triggers, which require you to use mace skills and are subject to all the same dangers, while your main weap has like 200 pdps and molasses aspd. Sure, Choir with Temporalis melts, but without it it's a wet noodle, and in no way superior to a pure phys/fire melee. Even simpler, running Cast on X for utility: because you strayed from the bonk bonk no thonk, you lose DR for > 8s (ramp time) on your main skill? The proximity requirement makes sense, similar to how Pride in PoE stacked increased damage within radius, but maintaining that proximity over a duration is the penalty itself. I don't see the point in making a distinction between the character archetype beyond "melee", noting that melee also encompasses Stampede Titans who blow up the entire screen and more in 1 slam. I think I would tie it to a melee-specific support gem, further tied to an existing mechanic like rage. E.g. 0.5% DR/pt rage, scaling based on duration in melee presence, as you suggested. Idk really. | |
First of all, they should accept and understand that melee means melee. It doesn’t matter if the skill has the melee tag; if you can nuke enemies from a screen away, that’s not melee.
I believe an elegant solution is what they did with Sanctum: melee martial weapons could have a parry, block, or damage reduction component that scales the closer you are to the enemy. |
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They should just bake this into melee skills instead of forcing people to spent their spirit or do some other stupid thing just to be relevant in this game.
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" I agree with you that my suggestion is limited to pure melee builds and doesn't solve the problem for hybrids. I think the restriction of hits within 3 metres could be enough, since it still forces the player to go into melee range. But what about weapon change? Players could go into melee, get stacks for 8 seconds and then swap to range/spells. That's not how it should work. So a limitations is needed. Maybe something like "Spells/Ranged attacks triggered in melee range do not remove stacks". |
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" Problem is: This wouldn't help you against spell/ranged attacks, which is one of the biggest problems of melee. Melee has to track and hunt these enemies down, while ranged/spell caster can easily kill them from far away, even off-screen. That's why I suggested this aura/buff, because it gives you a damage reduction against everything, but can only be built up by true melee builds. " Ofc, this kinda would work too, I guess. Dernière édition par AceNightfire#0980, le 23 déc. 2024 07:17:51
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" I guess that's where I differ, ideologically. I feel like the act of staying in melee range for 8s is enough of a cost to incur (while also taking up your weapon swap slot) on a ranged/caster that I'd be okay with that. All the same, could you just not have the stacks decay at the same rate upon leaving melee? Maybe with a grace period. I feel like we're kind of just reinventing a defensive Close Combat support lol. https://www.poewiki.net/wiki/Close_Combat_Support melee only, proximity restricted, grants a buff that lasts for 2s. Dernière édition par hqDM#6633, le 23 déc. 2024 07:27:02
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