Can we get a couple of changes to underused melee skills
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One problem is, these weaker skills may have interactions that ggg knows about, but nobody bothers to experiment with them.
Its hard to waste your time on these weaker melee skills when projectiles and elemental damage just make more sense. Surely if ggg understood how bad the skills seem to players they may do something about them. It seems like they just like how bad the bad skills are. Jonathan also said something very roughly like, "he doesnt accept just adding numbers to a skill will just fix it, that it needs something reasonable or interesting as a solution" So that may be the issue. The way these skills scale you cant add projectiles, proj speed, shotgunning etc to make them better. Its just add damage and aoe to the skill then scale either impale or convert. It just doesn't math out in the end without some niche broken interaction like if you had a rallying cry merc and used voidforge you could basically make any skill that can use swords strong. |
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" yeap. usually i try to path and get the attack mastery to get the +1 additional target. but i would still say its a huge band aid. the reality is strikes at base level suck ass. i remember back in sanctum. i can dash behind a sanctum guard. then attack him in melee range. i would complete the attack before my character fully turns around to face the enemy. causing the attack to totally whiff. feels really bad. once i had an ancestral call effect slapped on, all this problem went away. i feel that ggg should address this issue at base level without needing players to find a way to artificially fix it. [Removed by Support]
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