Melee skills in 3.23
" I don't know I'm just happy that melee is still somewhat playable even with the additional click or a totem ever so often. Not like any other build archetype requires less clicks, in fact most of them are even in need for multiple clicks to maintain their damage with buffs, curses or whatsoever. Melee is in fact quite button friendly with marks lasting forever, warcry on left click or whatever movement button keybind, bloodrage and berserk once at the beginning of a fight and just a few totem clicks depending on the content you run next to your main ability that you have to spam anyways in order to do damage lol. I mean yea the concept is weird that you need totems in order to buff your attack speed and damage, but that's just how the devs decided to go for totems lol. Flames and madness. I'm so glad I didn't miss the fun. Last edited by Pashid on Nov 9, 2023, 6:43:25 PM
| |
Biggest thing I can agree with here is that totems shouldn't die as often as they do. Even a fully buffed totem builds totems die to just about anything instantly let alone a build just using them for some extra damage.
So basically a giant buff to totem duration and a buff to totem damage reduction would be fine with me. With less people clicking to summon totems all the time it might actually result in a tiny server benefit too. | |
" Thats the reason OP started this post lol Last edited by tutanoo on Nov 11, 2023, 5:55:31 PM
| |
I agree but only if they nerf str stacking builds
| |
A lot of this isn't really unique to melee. They've been adding a lot of "extra button mechanics" the last few years, to increase your in-battle micro management to a more "active playstyle".
But I do agree; melee already has WAY shorter DPS uptime on bosses, and gets hit harder by all of these extra mechanics you have to manually throw into the mix; totems, offensive vaal skills, defensive vaal skills, berserk, flasks, warcries and so on. Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
| |
" I really need to use one of these str stacking builds to see what all the fuss is about. I saw billions of damage in sanctum league when Original sin reave builds were filling the poe.ninja leaderboards. The builds always seemed really squishy though. I even imported one and it was 5k EHP, and when you changed the target to a uber pinnacle boss, it went from 2 billion to 600mill. Still very impressive but not with 5kEHP. I imagine those builds were meant to look good, not play good, but yeah. I'm still very curious to try one. Especially if I get to play reave. I'm struggling to come up with new goals to keep me playing this game.
| |
Make the guard skills last 8 or 10 seconds so that we can actually score some damage in bosses
|
|
" He's got a point though. Just look back at the recent past. Everytime people complained about something related to melee it ended up with that something getting trashed. Explody chests? Worst option now. Fortify? So weak i honestly feel like just dropping it sometimes. Threshold jewels? Removed from the game without compensation. Nevermind skills/archetypes like Lightning Strike or Slams which got nerfed out of existence. I very much understand why people dislike totems, i don't like them either. But the fuss made about them is exaggerated and i honestly can only see one way for this to end if GGG ever decides to act on it at some point, which is 20% less attack speed and damage for all melee builds. Looking at history the chances of getting a solution that's better than the status quo is objectively zero. People should keep that in mind. If you are so pissed off with totems/melee that you can't bear it just play something else. Don't ruin it for the rest of us. |
|
Just wondering, is RF considered melee?
| |
" That isn't really on us though its trivial to fix, and melee doesn't need any additional nerfs unless GGG know something we clearly don't. That is all there is to it, everything else is just making excuses for them which shouldn't really be needed. Totems providing some buff is fine, pretty much every archetype has optional buttons to press for a damage increase but melee totems have to be the biggest closely followed by Wither (which I personally think has exactly the same problem as totems and would love to see them change). Such mechanics should have wiggle room, If I want to cut them out I should be slightly penalised, not extremely penalised i'm not playing a totem build afterall. |
|