Melee Bleed should have a non-DoT variant/archetype
DoT doesn’t make melee satisfying, it makes it feel weak, impactless, and boring. It promotes hit-and-run playstyle for weak people, not brutal combat
Give us a non-DoT archetype for Melee Bleed Make Bleed about, visceral strikes, and real-time impact, not passive ticking damage Bleed should be about cutting deep, not watching bars slowly drain, not waiting for timers to do the work Last bumped on Jul 25, 2025, 3:55:16 AM
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This is the basis for Crimson Assault passive tree node so I recommend trying it out because it's exactly what you're asking for.
The bleed you inflict is aggravated so it does 30% of the damage of the inflicting hit (as opposed to 15%) but only lasts for 1 second. It's basically a "double" damage bleed. This means that you need to inflict bleed at least once a second to have permanent "uptime" on bleed - and I won't show the math here but when you have 75% chance to proc the event (bleed chance) you will have >90% up-time on bleed if you can attack more than 1.66x per second. The faster you attack, the lower bleed chance you require, and vice versa. This is exactly what you are asking for - sustained attacks are the opposite of the "hit and run" technique you are disparaging. Since you are sustaining an attack that hits at least once per second, the depletion of the enemy's HP from hits will be practically indistinguishable from that of the bleed DoT, aside from any visual health bar indication of bleed related damage. It will just feel like the "DoT" from bleed over 1 second is an additional number added to your hit damage-per-second, so you will not play like you would with a traditional DoT build, despite being a bleed-based character. Last edited by karsey#2995 on Jul 23, 2025, 11:05:56 AM
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" That's not what I'm asking for You miss the point, besides, this is all theoretical, another annoying part about people talking about combat in PoE 2 is they bring me a spreadsheet, and they completely ignore the gameplay and moment to moment combat I _really_ don't give a crap about damage, so let's ignore that Crimson Assault wants you to stand still land keep hit the enemy so that you constantly apply aggravated hits, it's not impactfull because damage is still done on a DoT basis and encourages cheese, besides, people scale this with bleed duration LUL What I am asking for is a system like chill -> freeze, your hits maintain their impactful feel, you deal damage and apply bleed stack, then once max stacks are applied, you see the enemy hit-stun with bleed splitting everywhere, dealing a fixed amount of damage, and then stacks drops back to 0, you need to apply more bleed This enhance the combat by creating an epic moment with high impact, feedback is visual and combat driven This encourages proper melee combat, and gives players opportunity to inflict hit stuns on max stack, wich increases tempo of the combat in a healthily way, you dance with the enemy and get moments where you can take advantage to burst the enemy I don't want to burst the enemy ALL the time, just when I plan it and manage to properly control the tempo Rewards the player skill in a strategic way Fixed application rate + final hit threshold that grows on subsequent trigger, to avoid ending up with what sucks about PoE, cheesing bosses Bleed stack drops by X after N second when not hit But in the end, what I _really_ want is more melee skills, and I really mean melee, not slam, not projectiles, pure melee strike/slash, chainable COMBOs, not spam hit&run like Rake, it's dumb And Herald of Blood is dumb too.. what a mistake, game design failure right there Instead of making combat satisfying, they give you explosions... Last edited by ryuukk33#4998 on Jul 24, 2025, 3:50:30 AM
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" Ah so it seems to me like you are asking for something akin to the stun build-up or chill+freeze build-up mechanics that already exists - just called bleed build-up, and instead of being stunned/frozen they take a fixed amount of damage, yea? Maybe with some theatrical blood-themed animation? As for the strike combos you're asking for - I would wager we'll see a whole bunch of new skills to play with as more content releases, especially when more melee weapons are released, I mean we only have maces and quarterstaves at the moment so no doubt the selection probably feels limited. I'm not sure if I'd agree with such a mechanic you're asking for though, it seems like it overlaps a bit with the stun mechanic that already exists, and bleed as a DoT has a pretty clear identity that people understand. |
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" yeah i can't imagine bleed not being dot. and OP maybe you want something like armor break mechanic? you apply 'stacks' and when full you can deal lots of damage. edit- hell maybe you can look at Syzygi support and utilize it. it would be impressive to see that one used lol Last edited by AintCare#6513 on Jul 24, 2025, 2:04:52 PM
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" ... Heavy Stun is for slow hitting archetypes, such a Maces My post and suggestion is in anticipation of Swords/Axes/Daggers/Flail, wich are being cooked at GGG, right now [Removed by Support] Notice how all I'm asking for is an ALTERNATIVE variant so we get variety in the melee archetype to make it better; the idea of bleed in melee is not new in video games, not everyone chose to make it a DoT archetype, DoT is by definition no impactful, because defers to a timer, it subtract the melee feel away from the character [Removed by Support] Besides, this was just a suggestion, i'm not a PoE 2 Game Designer, I am only just a player with its preferences, I am a melee guy, I don't want to be shoe horned into archetypes i'm not enjoying Last edited by ryuukk33#4998 on Jul 25, 2025, 1:10:25 AM
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### HIT Stun ###
Brief, minor interruption caused by normal attacks or light hits Duration: Very short; fractions of a second Effect: Causes enemy to flinch or slightly stagger without fully stopping their actions Purpose in combat: -Keeps the fight fluid and fast-paced -Allows players to chain combos and maintain offensive pressure -Enables quick resets and momentum shifts -Encourages skillful timing and reaction, enhancing the rhythm/tempo of melee combat Gameplay feel: Responsive, energetic, rewarding fast decisionmaking and adaptability ### HEAVY Stun ### Strong, impactful interruption caused by heavy weapons or special attacks ( maces) Duration: Long and noticeable, can freeze enemy actions for significant time Effect: Fully stops enemy actions, often breaks guard or interrupts casting. May cause knockdown or stagger Purpose in combat: Punishes mistakes or defensive openings Creates strategic windows for big damage or crowd control Slows tempo, forcing more deliberate, tactical play Gameplay feel: Weighty, deliberate, emphasizes power and control over speed. TWO DIFFERENT KIND OF GAMEPLAY Ever played Elden Ring? Bleed makes combat satisfying when you hit the threshold, and you still maintain the impact of your slashes for active melee combat |
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