How to fix melee builds

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hmcg020 wrote:


The lack of self-awareness is strong with this one.

I don't see a poison pill in almost every single transfigured gem. I even listed several that were buffed and I'm excited about melee again. I'm absolutely going to make a Reave build.

Everyone in the community knows and cannot argue that melee is significantly more expensive than any non-melee build. You'd think that with supply being greater than the demand - only 10% of the player base - it would be the other way round. It's not though and so yes, melee will always cost much, much more, to take more damage, deal less damage, with less range, clear speed and have a higher difficulty bracket at all times.

These new gems are a breath of fresh air though. Cyclone of Tumult has MUCH more dps and aoe than regular cyclone now. You need something to avoid slowing movement speed though. New That Which Was Taken jewel or Stampede, etc bypasses it.



Melee gems I said. 2 or 3 the ended up better, Boneshatter of Complex Trauma for example. But when you start doing the math the vast majority of them are worse than the originals, meaning the base gems, and when you compare them to BoneZone they still are falling very short for a comparable cost. Then you start seeing most fall short of even the 2nd or 3rd best melee we already had.

Lacerate of Hemorrhaging looks great until you notice that if you make a Sunder bleed build it out performs it. Ya there are some Reave builds that are doing Amazing damage, but they have spent hundreds of divines already on those builds. I can push 1.5M on 3 divine easy with a caster build. Thing is we don't really know how good or bad they are exactly till we get a working PoB for them. But some like Generals Cry, well the PoB for that is Bait, and it can only boss extremely well. Casters on the other hand can do both.

Ya we all know melee cost a hella lot more, there is only one melee build that don't cost crazy amounts. And that's the build nearly all melee are playing. Imagine that...

As I have said before this game is about efficiencies and doing as much as possible with as little as possible. So pointing out that some melee build got a buff, well who cares it does next to nothing to close that gap. It's like saying, "Someone had significantly contributed to solving world hunger by donating a single can of food to a local food drive". Then acting like those starving people just got a whole lot of food, and everyone should should just stop talking about those people.
Last edited by Valkaneer on Dec 13, 2023, 1:08:47 AM
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ZeyroKJ wrote:
I really want to play infernal blow :(


How to fix melee?

Easy; they just have to focus the buffs on the early parts of the game (act 1 to yellow maps). Every melee skill can do 99% of the game with investment. It's just the progression that sucks ass and needs help. As of now, melee is too dependent on weapons/gear while leveling, while spells, DoT and certain ranged skills are being scaled by levels, and therefore are much easier to level with as they dom't require much gear in the early stages.

Melee skills need more flat damage and more built in utility.

Strike skills
I think every strike skill should have more added damage and by default strike 2 enemies. They could even build in splash damage to all of them without making them OP. I can't think of a single situasion where splash damage would be a negative thing.

Melee AoE skills
Just more added damage and more nodes on the tree that scales both damage and AoE.

Slams
A built in damage reduction while attacking that gets removed the moment the attack time is over. This game isn't really balanced around slow attacking builds, but it could be if GGG were to think a little bit outside the box. Strike skills and melee AoE skills have the benefit of fast attacks which gives acces to the game's OP health generation mechanics. Slower attacks don't.

So, focus on the entry level of melee. Currency can fix the rest. And for God's sake; think melee when designing a boss.

Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
Thats not "fix to melee" because it doesnt need fix. Thats fix to "melee starters", which as we can see are not common.
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Phrazz wrote:
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ZeyroKJ wrote:
I really want to play infernal blow :(


How to fix melee?

Easy; they just have to focus the buffs on the early parts of the game (act 1 to yellow maps). Every melee skill can do 99% of the game with investment. It's just the progression that sucks ass and needs help. As of now, melee is too dependent on weapons/gear while leveling, while spells, DoT and certain ranged skills are being scaled by levels, and therefore are much easier to level with as they dom't require much gear in the early stages.

Melee skills need more flat damage and more built in utility.

Strike skills
I think every strike skill should have more added damage and by default strike 2 enemies. They could even build in splash damage to all of them without making them OP. I can't think of a single situasion where splash damage would be a negative thing.

Melee AoE skills
Just more added damage and more nodes on the tree that scales both damage and AoE.

Slams
A built in damage reduction while attacking that gets removed the moment the attack time is over. This game isn't really balanced around slow attacking builds, but it could be if GGG were to think a little bit outside the box. Strike skills and melee AoE skills have the benefit of fast attacks which gives acces to the game's OP health generation mechanics. Slower attacks don't.

So, focus on the entry level of melee. Currency can fix the rest. And for God's sake; think melee when designing a boss.



i would add a replacement for Ancestor Totems, Turn them into a minion like holy relic so they become permanent and follow you around. put some limit if needed.


self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

Last edited by caboom on Dec 13, 2023, 5:58:30 AM
Melee at top end is more than fine. Here is random video of double strike, the most melee build you can think of

https://www.youtube.com/watch?v=QxVIHqRYbWE

Pretty good right? The question is not how to fix melee because it doesnt need fix. The question is how accessible should this level of power be. Currently its to hard / expensive. How to determine where is the sweet spot?
Last edited by kuciol on Dec 13, 2023, 5:56:27 AM
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Aynix wrote:
Thats not "fix to melee" because it doesnt need fix. Thats fix to "melee starters", which as we can see are not common.


People keep discussin this matter as if "the start of the game" is irrelevant, which it isn't - especially for new players and players that don't really participate in the late endgame. The game throws melee skills at you from the get-go, as quest rewards and through the vendors. If these skills weren't designed/balanced to be played at that stage of the game, why are they there?

"Melee starters" aren't common, because X, Y and Z. And it doesn't "need a fix"? Sure it does. Fix X, Y and Z.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Aynix wrote:
Thats not "fix to melee" because it doesnt need fix. Thats fix to "melee starters", which as we can see are not common.

Which really is about how much added damage and scaling the gems have. Boneshatter is a great starter skill because it has a lot of built-in added damage + scaling.

Most other melee skills have little, if any, added damage and scaling internal to the gem, so they are bad league starters/builds without a large investment.

This really isn't complex.
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Phrazz wrote:
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Aynix wrote:
Thats not "fix to melee" because it doesnt need fix. Thats fix to "melee starters", which as we can see are not common.


People keep discussin this matter as if "the start of the game" is irrelevant, which it isn't - especially for new players and players that don't really participate in the late endgame. The game throws melee skills at you from the get-go, as quest rewards and through the vendors. If these skills weren't designed/balanced to be played at that stage of the game, why are they there?

"Melee starters" aren't common, because X, Y and Z. And it doesn't "need a fix"? Sure it does. Fix X, Y and Z.


I played melee build as a league starter in the past and it was easier than on any caster/bow build I ever did (except minions). New players wont have bad time by picking melee instead bow, in fact its recommended for them. However they will definitely have less clearspeed in maps.
noone is recommending melee ever. they recommend builds and there is one in the list, boneshatter. all others are not melee. and if you can chose other builds with better clear, ofc go for the other builds.


just this league with affliction the amount of bullshit on death stuff that you get would make noone recommend melee as an archetype.

essences, wich is oten recommended, will make your char randomly blow up, especially for a new player.

beasts, horribles.

clearspeed to progress your atlas ? much lower.

like who the fuck recommends melee. only people that plays melee are the people that like melee.

racing, not melee, loot, not melee. bossing, not melee, sanctum, not melee. the stuff that explodes on death in affliction, not melee, tota definetly not armour melee.

[edit]i dont see one metric that favors melee
Last edited by SerialF on Dec 13, 2023, 7:41:55 AM
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Aynix wrote:
I played melee build as a league starter in the past and it was easier than on any caster/bow build I ever did


I mean... What? So you think melee is better/easier for leveling than every spell/ranged build and are arguing against melee buffs because they're "not needed" and melee doesn't "need a fix" at all. You argue against toning down of the league mechanic, and didn't find it over tuned at all.

What exactly is "the past"? Legion league?

You're clearly a God gamer. Good for you. Personally, I think you're full of sh%$, no offense.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.

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