Range vs Melee build - honest opinion , melee will always be bad if not..

Devs didnt u began developing poe2 because melee feels so bad to play in poe1?
so here is why melee is bad and always be bad in poe2 if nothign changes
*melee builds cant scale basic survivability tool -HP life points its just way too low
*left side of the tree doesnt have much crit related things
*block was nerfed, dont know why it was not OP or something
*maces very slow way too slow for current end game game speed its just a complete mess
*all future and current melee weapons must have huge aoe skill whit aoe tags to scale them for maps clears and must have a huge "big bangs" skill for bosses ,otherwise it wont be fun . and the weapons must be fast and not have "charge time" to strike like current mace weapon(mace is bad design)
*mace needs a rework remove the charge time from skills remove the cast in 20 min thing from the skills make the skills Faster
poe2 is not the slow game u wanted it to be when u started developing the game, its fast and has hordes of mobs!

*** u cant make melee play style fun and enjoyable if u have so many punishments in the game for begin melee
u nearly a thousands ON Death effect in one map! one map!
do u think melee build wanna play hit and run all the time? they arent rangers after all !
melee suposed to be Fat have a big Hp pool be hard as a rock begin able to take a few hits from a boss and not be instantly killed
right now fighting bosses feels similar to Dark souls bosses
u hit -> roll -> roll -> run around-> hit hit hit hit and repeat
got hit once or twice ur dead, got hit once by big atk ur dead
that looks so fun...shish....
meanwhile a ranged build goes " hold my beer" runs around and wipes the boss from 1kilommeer away

u must reduce the number of on death effects in the game to the minimal amount if not remove them completely

i loved playing Diablo 2 both whit melee build and ranged build , even d2 had better melee then poe2 has not
u could build a fat char whit huge armor big life pool and spank any enemy whit no super big anoying problems and even the on death effects were not a big deal in end game ...( not real end game but u get the points d2 never really had an end game )

Dear devs, all class need hp nodes in passive tree and melee build need even more hp nodeds
lower the number of one shoot ability's that cannot be blocked/dodged
lower the dmg of those boss skills
Remove the on Death effect its a complete nonsense to die when u kill a mob
not to mantion that there are so many on death effects on each map i cant even count them
i had maps whit more then 100+ on death effects , are u for real ? do u think its fun?

ranged is in a nice spot overall already needs smaller fixes but melee is horrendous and mace is the worst ever designed weapon on poe 2 it feels nice in campaign and so slow and bad in end game its not even funny .

remove on death effects it is bad for the health of the game ,and also will increase the game performance my a mile .
Last bumped on Oct 9, 2025, 3:30:14 PM
melee is known to be high risk/low reward in poe2.

I play melee and sometimes i ask myself if I'm not a masochist.

ranged is better in EVERYTHING (dps, speed, safety, control, ease of use...)
Last edited by ukarudenkai#6946 on Oct 8, 2025, 1:47:29 PM
block chance % was nerfed.

Block overall as a mechanic though got a massive buff.


Melee is enjoyable for people that dont think the game is meant to be current LA deadeye (which its not)


Dont need to remove on death or ground effects.


If you are getting hit once or twice and youre dead, its a build issue.
Mash the clean
Last edited by Mashgesture#2912 on Oct 8, 2025, 2:05:45 PM
It's ultimately question about what is the vision. If the vision is meaningful combat, then we would need to reframe the issue and admit that certain archetypes are way too strong, but warrior actually fits.

Warrior plays completely different, and it feels superior to be honest. You know you're playing actual action combat game instead of seeking for instant gratification tinks only.

You can make warrior very tanky right now by the way, there are several ways to do it. For example you could try scaling hp and armor as elements, you could put 50% more hp helmet on, no resistances no issues, easy 10k life and survivability against everything. No need for shield although you could put that on too and it gets pretty hard to die instead.

Get amulet that recovers % of your life when you're hit, and you're actually almost immortal now.
"
block chance % was nerfed.

Block overall as a mechanic though got a massive buff.


Melee is enjoyable for people that dont think the game is meant to be current LA deadeye (which its not)


Dont need to remove on death or ground effects.


If you are getting hit once or twice and youre dead, its a build issue.


So fun to kill a pack of mobs and u have 10 on Death effects 🙃
Win win game play
Super fun .... Not
Very clear what is happening on the screen whit those aoe skills from mobs+ground effects+on Death effects +ur own skill effects super clear what is happening
I play melee Tactician... with a spear... and SSF. This should be quite far from the meta.

I do not understand the point about the on-death effects. I never had a problem with these.

There are however a lot of aura effects, that in particular hit melee chars. Also, since you have to 'stand still' to deliver your damage, you are way more prone to get hit in the 1st place.

This league, most dangerous are certain Abyss rares that somehow melt all HP in 2 seconds without even attacking. The second most dangerous thing are the sometime horrible lag and performance issues. And 3rd place is the sometimes horrible pixel-mess where I cannot distuingish anything because of alle the effects.
I see two big problem for slow mele (slams).

1; Because of random nature of trigering effects (like you have 20% chance for something to happend) mele demands many repeats of attack for effect to be triggered, for strikes that is not a problem but slams are unreliable because of that and that change slams from high risk high reward attacks into gamble attacks(and that also make mele to dependent on attack speed).
2; They can be interupted (being stunned during sunder or Hamer of the goods is terrible and you are alredy punnished by taking damage)
1: Most logical solution to first problem for me is to give slams incrementing chance for effects instead of random chance. Let me explain what i mean, instead of having 20% chance for effect to happend you make it so effect is guaranted to chapend after making preparations (for example reapeting skil certain amount of times, or % chance for effect to be triggered rise in random increments until it is guaranted) 2; second problem can be resolved similarly your resistance to interuption grow in increments until you are immune. You still can risk attack without immunity but if you make your preparations you can't be interupted (or it is wery unlikely).
I imagine it in the form of such an example mechanics: there are two types of skills ones that rises your momentum (leap slap, roling slam may be aura that makes dodge and sprint generate momentum) and ones that spend momentum (sunder, Volcanic Fissure, Hammer of the Gods) momentum grows with every use of rising skill and is all (or fixed amount) spent on use of spending skill giving it almost instand use and/or resistance to interuption.
I enjoy playing melee so I don't see any issue on my end. Besides, what's the issue in ranged being easier than melee? Why do they need to be of equal challenge? Why are you trying to solve something that doesn't need fixing?
"
I enjoy playing melee so I don't see any issue on my end. Besides, what's the issue in ranged being easier than melee? Why do they need to be of equal challenge? Why are you trying to solve something that doesn't need fixing?

u enjoy the 20 on death effects on the screen at the same time? if so have fun i dont find it fun.
"

i loved playing Diablo 2 both whit melee build and ranged build , even d2 had better melee then poe2 has not
u could build a fat char whit huge armor big life pool and spank any enemy whit no super big anoying problems and even the on death effects were not a big deal in end game ...( not real end game but u get the points d2 never really had an end game )

I think you played D2 too long ago if you think so :)
Playing D2 with a real melee char (fendazon/phys melee barb or weredruid or zeal pal) is miserable, and first of all it was awful attack rating, all phys melee has so low AR that basically only 1 of 3 attacks really deal damage, monsters also could block melee hits(and you cant do anything to avoid blocks) :D
The damage was also very low and there was literally NO AoE.

Comparing to this PoE2 mace gameplay is very good.
I played boneshatter/earthshatter in all 0.1 0.2 and 0.3, and i must say it is still me favorite gameplay in PoE2. Its satisfying to prime and them blow up these white indicators. I like sound design and how it looks and plays overall.
I think mace currently is what they have to balance around. Seriously.

Tho i kinda agree about melee tankiness overall. Armor being not effective against big hits is just weird. It is still good for multiple low damage hits, but health pool life regen also provide decent defense against it.

No life nodes and most of recovery is "recouping" makes PoE2 strength part of the tree feel much worse than poe1.

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