The Melee Problem & Respecing
First off, I have to say love this game. It is the best ARPG I have played sense Titan Quest when I was a kid.
Melee doesn't feel good to play. I am not saying it's weak so much as the game punishes melee unlike range. Take the Trial for example: Honour goes down when you get hit. Cool I like the challenge except when you realize that as a Monk your highest damage is up close. Which is where you will get hit. Not only this but most bosses are far more dangerous up close than at a distance. Again, as a melee character you have to position yourself exactly where you don't want to be. Admittedly I haven't made it to the endgame. Just Ascended my Monk. Have to say the way the Trial is setup is super fun. And the fact no run will be the same is great. The issue I have is it is far easier to complete as a ranged character than melee by a lot. Bosses are easier by a large amount on a ranged character. If it was only a slight advantage, I would notice but not care. However, it is an extreme difference. I am not sure on a solution that doesn't upset the spirt and path of the game. Which I believe is amazing. The Other thing I have noticed. For a game that is all about the depth with which you can build your character. Respecing is incredibly costly. I find this to be very punishing. Experimentation becomes less appealing when the price for doing so is so high. I understand the idea behind choice and consequence. But why with respecing. After all your ascendency is a permeant choice, why is the passive tree so punishing as well. Afterall if I wanted to try the other path for monk I have to reroll a new monk. Respecing should either be way cheaper. Or shouldn't cost anything. After all kind of like Identify item scrolls or Town portal scrolls it's an old school idea that hasn't aged well. Last bumped on Dec 12, 2024, 8:44:41 PM
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