Melee changes in Necropolis?
" Yep, I would want to more good melee starters. However, My point were Melee isn't simply bad. |
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We got cleave of rage last league. Then they nerfed it.
I don't understand their reasoning. It would just be nice to get a simple explanation. |
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" its not just melee they did the same thing with penance brand...nobody will play that skill now |
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" It had too big AoE for a melee skill. It stopped being melee range, not allowed. |
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" TL;DR its not about playable, its about div for div, being worse. PoB league start with every melee skill, then do a 1 5 and 25 div budget version. in every case except maybe 5, they are well behind in total damage and survivability vs the top 30 spells. melee is in a horrible spot because getting near mobs is a stupid idea and because standing still next to mobs is even dumber. nevermind having to use totems as a buff when they get nearly none of the protections that minions get and you have few synergies with them unless you go zero dps and let them do all the damage. (in which case, are you really still a melee build?) many melee skills are fine as a second character, and into say, red mapping. but at that point the scaling starts to get stupidly expensive, and the survival is poor. all you have to do is watch nearly every streamer walk in a wide circle around a target to know that melee just sucks. ..... and then you watch PoE2 videos where they make ranged classes able to keep moving. lol. In theory, there is no difference between theory and practice.
In practice, there is. |
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You dont need survavibility for mapping if you kill anything before it can do anything(I was doing 9-10k wisps T16 this league, on both of my melee characters). Not like just beause it says melee it means your range is melee. In most cases you have enough range to kill everything before it can react. Only problems are pinnacle bosses which you cannot just kill before it can attack.
Last edited by Aynix#7757 on Mar 22, 2024, 8:17:48 PM
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Maybe it's cause melee isn't in the most terrible spot but most player fail to realize that cause they are mainly heavily focused on the giga meta builds or what the "cool" favorite streamer xyz plays.
Flames and madness. I'm so glad I didn't miss the fun.
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" Now why don't you say that more often man? That I can agree with and it's what most people are complaining about. It's why I say it's not competitive, because just as you stated, it's not. Only with lots of divines, which I 100% agree with. I just don't get it man. Really, that response is what most people is talking about. Seems your arguing semantics and not realizing it? You very clearly are saying melee is not anywhere near as good pound for pound as caster builds for the cost, especially in a league start. That's exactly what most of use have been saying and you get all upidy about it. They are saying the same thing as you, but for some reason you want them to say it the same way and same terms as you. Well, I'm glad you said that anyway, it clears up your position a lot more. |
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" That is true but mostly visible on low budget. The higer your budget, the less diffrence you notice between builds (except few outliers that usually become meta) Its just diffrent point of view. Now I assume those people who complain about melee are people who rate builds, how they perform, with "league starter" setup or gear not much better than that. In that scenario there is huge gap between projectile/spell builds and melee. I look at this from diffrent perspective. To me spending 50-100 divines on a build is "low to medium budget" because I can easily make this much in few days. Thats why I rate builds on such budget. Now when you compare how melee perform vs other types of skills with such budget, the diffrence is much much smaller, to the point it doesnt really matter (except few outliers ofc). Thats why I said melee is not for newbies or casuals. Because those people, usually, have hard time spending such amount of curency on single build. |
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What the 'melee doesn't suck' crowd seems to be saying is if you want to play a melee build, you need to make a non-melee build to farm enough currency to play a melee build.
There seems to be a logic break there. I am ok with zero range melee not being as good in this game as spells, bows and ranged melee. The designers clearly want players to dodge things like the old Frogger game from the 80's. That being said, it seems as if new features are built around folks who are so far away from things that they do not need to think about, much less dodge hazards. That kind of design just isn't fair to melee. JMO |
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