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

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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.


You grossly exaggerate it. But whatever. If you don't have fun then play ranged. Nobody is stopping you.
i just tried tru melee monk and the forced walking animations for attacks combined with bosses/mobs pushing you created the most glitchy and unpleasant experience i had in this game so far.

all of these look great in cinematic trailers but are terrible to play with
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AintCare#6513 wrote:
i just tried tru melee monk and the forced walking animations for attacks combined with bosses/mobs pushing you created the most glitchy and unpleasant experience i had in this game so far.

all of these look great in cinematic trailers but are terrible to play with

exactly
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Nikuksis#6962 wrote:
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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.

last time i played melee in d2 was half a year ago it was a breeze =/ very easy but yet AR is a huge problem in d2^^"
i dont understand how someone can enjoy a mace build
those skills are slow as hell
most skills are good only for bossing
and very few are kinda ok for clear
and half of them feel "glitchy" because of the time to cast and in the "air" time
in end game this game has HORDES and Hordes of mobs skills must be fast attacks must be fast
otherwise it just feels bad
dude even the same zeal paladin that is a melee build runs whit a huge run speed and thanks to thank just slays (whit huge ar+life on hit ofc XD _
i honestly cant justify any slow skill or the "time to cast" thing in poe2 it doesnt suit to the game
if we were fighting fewer mobs by like 200% then yeah cool but we are fighting hordes of mobs so it makes no sense
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Nikuksis#6962 wrote:
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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.

last time i played melee in d2 was half a year ago it was a breeze =/ very easy but yet AR is a huge problem in d2^^"
i dont understand how someone can enjoy a mace build
those skills are slow as hell
most skills are good only for bossing
and very few are kinda ok for clear
and half of them feel "glitchy" because of the time to cast and in the "air" time
in end game this game has HORDES and Hordes of mobs skills must be fast attacks must be fast
otherwise it just feels bad
dude even the same zeal paladin that is a melee build runs whit a huge run speed and thanks to thank just slays (whit huge ar+life on hit ofc XD _
i honestly cant justify any slow skill or the "time to cast" thing in poe2 it doesnt suit to the game
if we were fighting fewer mobs by like 200% then yeah cool but we are fighting hordes of mobs so it makes no sense


yeah in d2 you have proper CC to get out of being surrounded (like howl on barb). and jumps actually jump. where here jumps are just visual, in practice you are still blocked by mobs, which makes the jumping attack a great way to get stuck between mobs, not get away. also most jumping attacks are directionaly bound to your current character model facing direction, not to your mouse which makes it super awkward
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AintCare#6513 wrote:
i just tried tru melee monk and the forced walking animations for attacks combined with bosses/mobs pushing you created the most glitchy and unpleasant experience i had in this game so far.

all of these look great in cinematic trailers but are terrible to play with


it's just bad early then you can have some of the most fast and efficient build because of the "forced walking"
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AintCare#6513 wrote:
i just tried tru melee monk and the forced walking animations for attacks combined with bosses/mobs pushing you created the most glitchy and unpleasant experience i had in this game so far.

all of these look great in cinematic trailers but are terrible to play with

The forced move/stand still only play for melee is my biggest gripe with the game... why the hell does ranged get to move and attack while melee is stuck in place.
And don't get me started on the travel attacks... who thought targeting with those skills when most if not all are AOE was a good idea... Sure thing I want to U turn mid jump because the area I was targeting is not the priority but the singular mob hopped up on adderal running a mile behind me is...
Last edited by Ashgan9#6435 on Oct 8, 2025, 8:29:47 PM
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Spoiler

last time i played melee in d2 was half a year ago it was a breeze =/ very easy but yet AR is a huge problem in d2^^"
i dont understand how someone can enjoy a mace build
those skills are slow as hell
most skills are good only for bossing
and very few are kinda ok for clear
and half of them feel "glitchy" because of the time to cast and in the "air" time
in end game this game has HORDES and Hordes of mobs skills must be fast attacks must be fast
otherwise it just feels bad
dude even the same zeal paladin that is a melee build runs whit a huge run speed and thanks to thank just slays (whit huge ar+life on hit ofc XD _
i honestly cant justify any slow skill or the "time to cast" thing in poe2 it doesnt suit to the game

what was that melee? I played bear druid for fun last time, and without angelic set with TWO rings it was like 20% to hit chance on hell vs white mob.

I had no issue with mace on crowds, my combo was jumping into which is prime evething then boneshatter to explode the pack. It was on low map tiers tho, becuase i got bored in endgame too fast currently, since i don't like zooming and the game currently forces you to do so on softcore.
I agree that slams with flat attack time are a bit awkward currently, because while you windup sunder for example you can be stunned/surrounded/killed etc. (at least it does not miss now iirc, in 0.2 it was funny when you wind up for 3 seconds and then it misses the mob xD)
I think they can add something like built-in significant damage/stun reduction for windup time.

But i'm "noob" and not played speedrunning like streamers with their meta builds. Im just overall playing this game very slowly.
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if we were fighting fewer mobs by like 200% then yeah cool but we are fighting hordes of mobs so it makes no sense


Yeah, i also found this is more like mob design issue, not mace skills issue. I like mace feel like you're slow and heavy. We are lacking strong defenses to cover it tho. This is funny that armor is least viable protection in game currently.

Lets take quadrilla's slams:
ES - just gives HP which is regenerating for free between it attacks so you're immortal
Evasion+deflection - only some of hits lands on you, and they are reduced at certain amount so wont kill you, or at least not every slam will kill you.
Armor - does not work with huge hits so you'd probably die in one hit :D

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AintCare#6513 wrote:

yeah in d2 you have proper CC to get out of being surrounded (like howl on barb). and jumps actually jump. where here jumps are just visual, in practice you are still blocked by mobs, which makes the jumping attack a great way to get stuck between mobs, not get away. also most jumping attacks are directionaly bound to your current character model facing direction, not to your mouse which makes it super awkward


You probably mean dodge roll? Jumps works fine for escaping from crowds for me in poe2.
Last edited by Nikuksis#6962 on Oct 9, 2025, 4:35:09 AM
The worst parts for me is less damage and visual clutter. Cant see a thing with fissures and totems. Ranged is better overall but thats how its always been in any arpg. I do like not dying though. My friends play rangers and die constantly while I can facetank pretty much anything. Super boring gameplay though without dps.
I don’t think this team is capable of coming close to melee balance.
GGG will have a good idea then with it comes something else that smacks of ego.

Take some of the maps for example.
They are too big by a lot. They’ve been told this by the customers for almost a year. Instead of making them smaller, they’ve done everything possible to NOT do it.
Checkpoints.
Sprint.
Etc.

Take the previous leagues for comparison. The herald chains were ranged in nature.
Nerfed.
Lightning spear. Ranged.
Lightning arrow. Ranged.
No wonder the meta is always ranged.
Hello?
You can't really dog out the ranged meta people because melee is so terrible.

It’s not like they don’t know. They’ve been told ground effects, auras, stuns, etc are massively overturned.
Someone’s ego gets involved and the only thing that will change is another ranged meta.

I guess I’m punishing myself with the flicker strike Amazon but it’s not my fault when I get frozen and die to this awful abyss crap that melts me in range while my charm is up and active.
Same with stuns.
Sure I can negate this a little with gear but I’m locked behind someone’s stupid idea to make the same crafting objects also currency.
Currency I just can’t seem to make enough of. . I haven’t seen a divine drop in close to a couple weeks and I need a few to pull off what I need.
Now I just kind of run from a lot of things instead of actually fighting them.
But, the streamers whose livelihood and need for access coverage depends on this, told everyone this is all great.

Next league they will add defensive nodes on the tree that will cripple your damage instead of actually making melee on par with ranged.
This will take place instead of fixing the actual problem.
Because of someone’s ego.



Probably the same reason this post will get removed.
Last edited by Skyvortex#7923 on Oct 9, 2025, 8:08:28 AM

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