How We're Approaching the Melee Rebalance in 3.7.0

awesome news! hopefully the revamp after that will be for levels/maps and enemies as they are still a bit bland/flat :P
Once and for all:

REMOVE THE "PHYSICAL" TAG ON MELEE PASSIVES!

Honestly, if you would just make it "increased melee damage", or "increased melee damage with axes/maces/one hand weapon/ two hand weopon", you would open a whole new spectre of possibilities. The "physical" thing on melee-related passive are a ballast from 2012 PoE.

Thanks,
A lot of skills could have been redone or merged as support.
Like flicker strike attached to any other melee skill, teleport to a nearby target, consume a frenzy charge for a lot of bonus dmg, but you can still flicker even without charges. Would make so many static still standing melee skills feel good.

Just add some gimmick machine or fusion bench to merge 2 gems, half their dmg values to balance it and you got a whole new set of a ton of new melee skills.

Frost blades that apply viper strike...
Puncture that teleport slams like concecrated path...
Cleave with a heavy strike knockback and stun duration...
Ele Sunder that fires off wild strike projectiles...

All the good shit open to play around with.
honest to god make cyclone move in a smooth curve like in D3 (the only good thing about D3) not clunky as in D2 as it is now. feels so weird that it moves straight from A to B without control. it should be a fluent motion just as regular movement.
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domdom30 wrote:
honest to god make cyclone move in a smooth curve like in D3 (the only good thing about D3) not clunky as in D2 as it is now. feels so weird that it moves straight from A to B without control. it should be a fluent motion just as regular movement.


I played a lot of cyclone and it feels almost exactly like d3. Just hold down the key and cyclone wherever you want.
Interested. Will see what exackly happen.
We are making various experimental changes to the animation system that should help resolve these concerns and really tighten up the feel of melee combat.

Im guessing GGG is going to REPAIR MULTI STRIKE Supp ! UBER NICE !
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Cyclone rework.

Cyclone is now a channeling skill with a range of 1, but gains +1 range for each endurance charge. Lose all endurance charges when hit.

If you have lost an endurance charge recently, you are chilled and slowed and shocked.

Cyclone now only costs 11 mana, down from 12.



Formally [Removed by Support] as my STANDARD map stash got frakked
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Peregrine1 wrote:
The LOW attack speed is clunky?

LOL

While low attack speed looks kinda weird (which is mainly the fault of animation loop than anything else), I think the high attack speed (AND cast speed for that matter) looks downright ABSURD.

After all, you don't even see a person attacking 12+ times a second in chinese xianxia, and characters there are absurdly OP.


I completely agree.
"clunky" is rather, too fast attack action by melee character that finished leveling.

Currently, almost melee characters have Multistrike, equip high base speed weapon. This is by current mechanics that APS is important than average damage per 1hit. Even same DPS, 10k dmg x 10 is better in many points than 100k dmg x 1, so everyone want attack speed.

As a result, now almost melee characters do attacking like mad beyond demon. I can accept relatively what DEX based character is too fast, but what STR based character like Marauder/Templer is too fast seems strange.

tl;dr
Too fast attack action is "clunky".
make counter atacks can't be evaded.

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