How We're Approaching the Melee Rebalance in 3.7.0
I think it will be great idea to release balance melee changes as 1-2 weeks race at end of sythesis to get feedback
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" Thanks. |
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" truth right here. If an enemy can't dodge my itty-bitty spell fireball how the hell are they dodging me setting the entire battlefield on fire with my attack? I guess I will have to buy a one way ticket to hell with your lives
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one thing that I see that could change is the conversion to ele damage in the game. everyone dose that what about converting ele to physical. There are many melee skills that are half ele and ways to convert the rest of the physical to ele but no way to convert the ele to phys. No idea if that's something that can brake the game or not but just an idea I had.
Last edited by Sinairus#3737 on Apr 14, 2019, 12:22:57 PM
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If you just now experiment with that stuff, isn't that a pretty tight schedule ? I mean ... just saying .. take your time to get it right, especially if you really want to shake some fundamentals (as you should). I would not mind that 'melee 2.0' in 3.8.
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hmm i see no mention of new melee skills with 3.7? :/
also just remove accuracy from the game. |
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just one thing from the top of my head, general melee defense and pls make casting of melee totems instant or much faster pls!
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Really hoping this works.
There's devils on each side of you with bottles in their hands.
You need one more drop of poison and you'll dream of foreign lands. |
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Hotfix 3.7.0.a:
Fixed a bug which gave cyclone a channeling tag Introduced phys resistance to monsters |
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Not sure if anyone had pointed yet. But some complex terrains and tiny obstacles play a huge part for melee's clumsiness.
With poor readability for a graphic in a certain situation (due to tons of accumulated contents and too many cancer vfx), before you're able to see something you whirling and slam your head to some random pile of bricks and go nowhere. |
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