After playing a bow class and a melee class, I have 1 question

well in poe1 i always played melee build
in poe2 i cant stand them
ur slow no proper gap closer, u cant walk fast many skill lock u in place to attack , u kill an enemy they explode +many mobs spam huge aoe skills and ground effects .
it feels like the game is designed for ranged classes and not melee
I've got +9 melee range with Ice Strike, because of the +2 node on the evasion side of the tree.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
GGG doesn't know how to balance melee, in fact a lot of their design choices goes against melee for example putting haste and shroud walker modifiers in monsters that should move slower to compensate for their size

The "best" melee builds involve using skills that can attack from a distance, that's how bad it is
Last edited by Vyend#2601 on Oct 26, 2025, 5:04:12 AM
With new PoE1 league looking gigazoomy it makes me hope that next PoE2 patch will be the opposite.
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I've got +9 melee range with Ice Strike, because of the +2 node on the evasion side of the tree.


So you're technically not playing "melee" right?
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I've got +9 melee range with Ice Strike, because of the +2 node on the evasion side of the tree.


So you're technically not playing "melee" right?

The 9 allows for gap-close, not a distance attack. I'm on top of the monster I am hitting. It's melee, and it's very obviously melee when fighting abyssals.
SSF Rise of the Abyssal Ice Strike Invoker, high survivability and fast clear speed. Deprioritize armor and resistances; prioritize crafting a weapon and faster start of ES recharge. Build is shown at level 47, end of Act 3. It tore through Act 3 like butter.

https://poe.ninja/poe2/pob/ba84
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How is this game so unbalanced against melee? I understand melee can clear all but that's not the point.

On my ice shot amazon, I hop on a rhoa, hold down left click (defy2) and just go in a straight line and left right behind forward everything pops and the map is done in 1-2 minutes with risk of dying - 0.

On my warrior or monk, I actually have to press dodgeroll, run away in certain situations, and some mobs its better avoid at all cost (abyssal mobs with puddle aura or something, hp goes to 0 in 2-3 seconds).

I think giving melee classes a flat -30 damage reduction and allowing us to move while attacking MIGHT flatten the curve.

How was this designed?


HI.

PoE2 have 2 main problems:

1-game is absurdly slow.
2- the passive tree is poorly deigned.

So, what ever u do will not help, because of Slowness and lack of robustness. I don't know what skills you use with Monk or Warrior, and I don't know how much health your characters have, but the aforementioned flaws make the probability of success zero. Monsters are much more repulsive and deal more damage. Even with the best gear, the character remains vulnerable because of a lack of health in passives. The game doesn't provide a defense mechanism.

In fact, game design isn't tested.

my advise to you, do not play melee char at all. armor and evassion is dog shit.


While i agree the gap between ranged and melee is absurd, i wouldn't go that far. I managed in making a melee monk that surpassed all my expectations in terms of survivability, although it admittedly took a great weapon coupled with a fair amount of defenses to really make it shine. Even before the weapon acquisition though, i had little issues getting to level 96.
I'd say it can be done. But a lot of factors ranged characters don't have to deal with should be taken into account. Levelling was unquestionably a bigger struggle and i honestly haven't figured out yet how others make successful melee builds without immediately going for full immunity to any and all forms of slow, chill and freeze. There is so much of those going on at almost all times and i found nothing to be more lethal.
Boss fights also remain more challenging because of the obvious need to be close and the atrocious decision to no longer let evasion be capable of handling telegraphed boss slams. I really hope someone comes to their senses on that one...
Other than that, i do agree investing in armour without simultaneously making it provide mitigation of elemental damage, remains a complete and utter waste of time. And yes, the passive tree is a huge failure in my eyes too, but they're stubbornly ignoring all evidence of that so far
[url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
Last edited by keppie#6373 on Oct 26, 2025, 11:03:01 AM
I agree it can be done my warrior is nearly unkillable besides bleeds poison and degen puddle. The issue is efficiency, easiness, and overall smoothness of play.

Range literally has 1 mechanic they have to watch out for “proximal tangibility”. I got on my Amazon last night I can literally blind fold myself hold left click and can prob finish the map and kill the boss.

And does it much faster than my monk or my warrior.

The issue becomes not that melee can’t do the content but the difference is rather absurd. And my question is why is the design this way?
The best point right now is to have a poll about classes, weapons, etc....

This will clarify the mess Devs left behind and solve some serious issues in later patches. Also statistical results reveal classes quality...
GGG has literally never understood melee. Even back in 2013 when rares would shotgun.

There was a 2 year period after the Fortify changes I just refused to play melee.
"Never trust floating women." -Officer Kirac

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