Where are all the naysayers who were against Melee buffs?

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Todje wrote:
Man, what did they have against Champion?


Same beef with DD. When you have so many leagues dominated by two builds you have to settle the score.

Melee sucked and champ was too strong. Now melee is good and champ is fine. That's the real truth not the back and forth forum "issues."
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Todje wrote:
Offensively, the melee buffs are there...

However....

They nerfed determination, reworked the banners....


Reduced fortitication limit, reduced armour/evasion, attack speed, and removed stun immunity for Champion.

Man, what did they have against Champion?


u press slayer stack to 13 frenzy/endu ( grace sublime vison ) max res amulet and ggwp ( ls of arcing)
Last edited by openup001 on Jul 19, 2024, 1:55:35 PM
The Unstoppable Hero Ascendancy Passive Skill has swapped positions with Fortitude. Unstoppable Hero no longer grants 20% increased Attack Speed while Fortified, +500 to Armour and Evasion Rating while Fortified, or "Cannot be Stunned while Fortified". Instead, it now provides "Nearby Allies count as having Fortification equal to yours".

WTF is this?! Can you explain this change PLEASE?
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Todje wrote:
The Unstoppable Hero Ascendancy Passive Skill has swapped positions with Fortitude. Unstoppable Hero no longer grants 20% increased Attack Speed while Fortified, +500 to Armour and Evasion Rating while Fortified, or "Cannot be Stunned while Fortified". Instead, it now provides "Nearby Allies count as having Fortification equal to yours".

WTF is this?! Can you explain this change PLEASE?


It's called a nerf. What kind of explanation do you want?

Most people here probably haven't even noticed that both zerker and champ have now lost their stun immunity. Slayer and Jugg are the only ones left now, the rest will need unwavering stance going forward which makes evasion useless on champions and with that perserverance also got a massive nerf since champ was the main class to utilize it.

Gotta congratulate GGG on their ability to sneak in nerfs through the backdoor like that. I wonder how many more there are?
Last edited by Baharoth15 on Jul 19, 2024, 2:20:49 PM
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It's called a nerf. What kind of explanation do you want?

Most people here probably haven't even noticed that both zerker and champ have now lost their stun immunity. Slayer and Jugg are the only ones left now, the rest will need unwavering stance going forward which makes evasion useless on champions and with that perserverance also got a massive nerf since champ was the main class to utilize it.

Gotta congratulate GGG on their ability to sneak in nerfs through the backdoor like that. I wonder how many more there are?


Yea, I've already worked in my head that I'll have to get unwavering stance/immutable force to offset the loss in the ascendancy. It just sucks what they replaced the passive is so very niche and not general, limiting build diversity.

I almost exclusively play impale melee atk builds so champion will still be my league starter/ender. At least now, I can invest 2, potentially 4 ascendancy passives (with flesh/flame jewels), giving my builds way more damage. No doubt, the offensive buffs will be there. Now, I just have to re-figure out my defensive layers.
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Todje wrote:
The Unstoppable Hero Ascendancy Passive Skill has swapped positions with Fortitude. Unstoppable Hero no longer grants 20% increased Attack Speed while Fortified, +500 to Armour and Evasion Rating while Fortified, or "Cannot be Stunned while Fortified". Instead, it now provides "Nearby Allies count as having Fortification equal to yours".

WTF is this?! Can you explain this change PLEASE?


Yep, this is pretty hideous as far as nerfs ago. Take from Champ to justify making Glad interesting.
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1453R wrote:


If you honestly think melee builds deserve to be able to AFK for twenty minutes in the Uber Maven fight with zero defensive investment in passives or gearing...I have to ask why you think that's fair and justified?


I never implied such a thing.

As usual on this forum, the melee fans propose logical balanced changes and the forum community extrapolates those changes to some absurd extreme far away from the point made by the melee fan.

Here, I'll use numbers from 1 to 100. The current defensive state (3.2.4) for the average melee player IN MELEE RANGE gets a number of 18. The same gameplay style in 3.2.5 will get a defensive number of 23 when optimizing endurance charges, getting some more block, more base armor on pieces (scaled through determination). You then extrapolate that I don't want it to be a score of 23 next patch but a score of 97.

There is a huuuuuuuuuuuuuuuuge middle ground of where "TRU MELEE" defenses should be for the average player between where they will be in 3.2.5 and where you THINK I'm implying in my previous post. For example, the current state of fortify giving only 20% hit reduction for several seconds is a joke in endgame. It provides no ailment defenses, no dot defense, no stun duration reduction, etc. Why does a boost to defenses (e.g. endurance charges) have to benefit all playstyles instead of just melee gem tag builds? Why do certain ascendancies then get wrecked as some compensation required by GGG logic?

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Take from Champ to justify making Glad interesting.


The sad part is that endgame gladiators in 3.2.5 will be constantly dying to the same things they die to in their current version. Non-melee champ was strong so champ was nerfed and thus wrecked champ melee in the process. This is GGG logic.

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Most people here probably haven't even noticed that both zerker and champ have now lost their stun immunity. Slayer and Jugg are the only ones left now, the rest will need unwavering stance going forward which makes evasion useless on champions and with that perserverance also got a massive nerf since champ was the main class to utilize it.


Yep I loved the perseverance playstyle on champion melee and now it will be dead in the water because there were too many non-melee champ builds showing up on POE ninja.

Funny how Mark didn't mention wrecking the champ and jugg ascendancies in his livestream. Probably wouldn't go too well with his "we're seriously addressing melee concerns" impression they were trying to give.
Last edited by mnieradko on Jul 19, 2024, 6:23:00 PM
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The sad part is that endgame gladiators in 3.2.5 will be constantly dying to the same things they die to in their current version. Non-melee champ was strong so champ was nerfed and thus wrecked champ melee in the process. This is GGG logic.


One of the first things that popped in my head on why they replaced 'unstoppable hero' with 'stoppable hero' was 'EA champ'.

So melee champs getting nerfed because of non-melee champs.

Freakin love it!
Last edited by Todje on Jul 19, 2024, 7:34:21 PM
Melee is trash still in this upcoming league.. yeah they may have boosted the melee damage but they trashing the defenses for melee big time especially one of the most important features of damage mitigation - phys dmg converted to element. They are doing this by eliminating a lot of items that give this feature (delve, watchers eye, syndicate etc) and even nerfing things like defiance of destiny… (but eternal damnation is buffed but not as effective without getting 100%phys dmg converted to elemental dmg. This is very important especially since there are so many monsters that overwhelm physical reduction and GGG did not scale this feature back (typical GGG fashion of constantly making monsters harder while nerfing player power)… I predict alot of people are going to get another brutal wake up call in this league again and it will be a dead league in a month.
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This is very important especially since there are so many monsters that overwhelm physical reduction and GGG did not scale this feature back


Yes they did.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.

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