5 Reasons why Melee is superior to Ranged.

"
"
Wierd my melee build has no ranged attack


Your skills cover a large portion of area, without holding a 18ft or so sword straight out of Sephiroth's arsenal.


Weird

None of mine really cover a large area

Must be responding to someone else in here; rolling slam and mace strike are as close range as you can get in this game
Mash the clean
Ok,

So let's pretend we're at least a few days into our character and campaigns complete...

The only melee build I've enjoyed is thorns, but Crown of the Pale King makes it ranged, so...
Closed Beta/Alpha Tester back after a 10-year hiatus.
First in the credits!
"
Ok,

So let's pretend we're at least a few days into our character and campaigns complete...


Titans level 97 you can check


If you need help building a melee character let me know.
Mash the clean
I always play melee, and I'll note that your reasons for it being better are about meeting challenge. What you don't mention is how much you get punished for it.
Ever notice on ninja, how 5 days into a new league you'll find a page full of level 100 Blood Mages, who're running around ripping up the content, sorting through all the best gear, and shaping the economy? Meanwhile, melee classes are languishing, generally in the low 90s, and most giving up on levelling from about the mid 90s, for the entire league?
There's very little opinion in what I've said - it's data.

GGG seem to pay little attention to the class balance issues, except where they hit hard in a public way. It took a while for them to accept, amidst very loud complaining about the Sekehmas trials that honour loss due to damage was badly prejudicing melee characters, so they diluted the honour damage according to distance from the attacker.
They seem to be poor at data analysis, and it shows with melee and the death level penalties applied after level 70. It actually works nicely in the 70s, but completely flips in intent for melee after mid 90s, where many decide to stop levelling and not care about dying.
Saw similar issues when they first allowed multiple retries on Uber bosses, where each death/retry punished you for 10% of hard earned mapping XP.

I swear, if GGG actually have play testers work throug their design changes, it's hard to believe any of them play test melee.

Report Forum Post

Report Account:

Report Type

Additional Info