Melee Skill Thread - Help Me Understand

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Mikrotherion wrote:
Or rather that strange attack pattern they introduced some time ago, that results in an average of x attacks per second, but looks like this:
----hit-hit----hit-hit-----
Especially the time until the first hit is annoying and when starting the game, it's often exactly that delay that gets you stunned.
Yes, I still hope they change this at some point, unlikely as it seems with POE2 being where the real changes to animation went. I'm mostly concerned about how awkward it can be with moving targets.

(And yes, I know there's skill in anticipating and leading, but it only goes so far, and it's a bit silly at that range. Watching myself try to kill the little walking curse things that wander in a circle in Affliction was sometimes a bit like some kind of Looney Tunes cartoon)

On some level I do think I prefer variation over a uniform rhythm, but why not start between the two fast hits and put the slow recovery after that. Call it a capable warrior not running around in a stance that leaves them unprepared to swing their weapon. Makes sense enough to me.

I'm more okay with a longer wind-up if you're using a big heavy mace or something (although then the quick swing back doesn't really make sense anyway), so I'd be happy with more variation between weapon and skill types.
I will prolly zoom through maps with "better RF" aka Rage Vortex
Absolute majority of melee issues are QoL issues.

1/ Totems -Baharoth15 already mentioned how to deal with Totem buffs
2/ Unreasonably high mana cost on slams and warcries.
3/ Speed modifiers on gems - I get why they put it on slams, so they prevent people from playing them with 10APS, but it is just bad design - instead slam skills could have "conditional" power from warcries themselfs(aka reduce all slam dmg and put back more multi on seismic)
4/ Gear progression - crafting phys based weapons feels kinda meh, tho its not as big issue as people claim - possible solution buff bases and reduce variance in crafted %increased phys, which would make it easier to craft 900dps weapons and still quite hard to get those 1100-1200 dps ones, basically making it more fair with spells, where its easy to obtain the first +5 gem skill levels
5/ Socket pressure - gets resolved by removing totems or fixing mana costs or both
6/ Suffix pressure - literally everything apart from life and elreon craft is a suffix and if you play HC and go spell sup, you are insanely starved for suffixes
7/ fortify - why 6s duration? If i commit into it, I want it to be at least somewhat reliable layer and not 6s - 10s buff, which also gets harder to stack if you go deep in delve

Not all of them need to be fixed tho, 1 is absolute must to move us somewhere. The rest is just MY issues with the archetype as someone who occasionally plays HC events and private leagues. When I play trade, I don't really care about any but the totem issue.

Damage scaling purely from gem levels is imho bad design. I don't like it ever since diablo2. That's just my personal stance on that issue, but I would rather have to craft caster weapon(something like battlemage/spellblade) than get +1 everywhere, because stacking +skills is just boring.
GGG remove ancestral totem buffs and buff base gems instead. It is annoying to have to press:

4 warcries, totem, berserk, banner, bloodrage, focus, curse to cast a slam

result: 1/5th of normal build damage and 1/4th of POB dps for slam build in real scenario.
They could buff warcry by a lot but only one can boost your attack, also add two new elemental warcry for cold and lightning that work like the fire one.

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