guess it's time to delete ranger characters altogether
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We already had about 20-30% of monsters spawning as ethereal or with proximal tangibility, but now with the recent nerfs to curse radius/aoe, ranged characters that want to run an aura have to stay close to everything. Nice.
Just get it over with and delete ranged classes altogether since you either don't know the meaning of the word or hate them so much they need to be gutted in every way possible [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url] Last edited by keppie#6373 on Mar 11, 2026, 3:43:32 AM Last bumped on Mar 12, 2026, 11:47:49 AM
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" Oh no, you're needlessly overaxaggerating and won't be able to play OP-stuff anymore. Anyway... |
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" There is no exaggeration anywhere in those lines. Just an assumption or two in the last sentence, but that's not even the gist of the matter. And i never played a meta build in my life. The radius nerfs unfairly impact ranged characters. [url=http://ibb.co/WpDD8K6T][img]http://i.ibb.co/qF00q1dZ/1681807032435.jpg[/img][/url]
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" Tell me a nerf that positively impacts something in a non-pvp game. Ranged chars in poe2 have it way easier than melees. |
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Melee vs Ranged in PoE2 is a false dilemma.
There is nothing in the game that says you should or need to play only in melee distance or only at range. In fact the game suggests the exact opposite: the huge variance of monster types and modifiers and pack compositions and map layouts and boss design suggests that you should prepare to deal with monsters across many potential scenarios and distances. We have access to 9 different skills and useful weapon swapping capabilities and this is not PoE1 where you make a character that uses 1 melee skill and a movement skill so all content needs to be fair to someone using a melee/ranged skill only or whatever weird melee/range ideology you might choose to carry forward based on that game or other "1 skill" spamming ARPGs. Every character archetype and class has plenty of access to tools to deal with monsters at every distance from the player. Choosing not to use those tools and then complaining that your perma-ranged character is annoyed by proximal tangibility is as unnecessary and self-inflicted as playing an only-close-range-melee character that can't do anything to a monster more than 2 units away and then complaining about being "required" to suffer from Abyssal Shadewalker degen in order to fight against the monster. Who am I to say anything, I don't respect my time either.
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" Well stated. Half the melee weapons have skills that hit at practically the same range projectile attacks do as well, so I don't buy the argument that melee weapon builds are impaired in this game either. It's wild to see people complain about and ask for removal of the two or three mildly difficult classes of mobs in this game. If anything this game needs more challenging obstacles, not to remove the very few speedbumps it currently offers. |
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" Ranged doesn’t exist. Either you instant scree clear with an op build and any notion of range is not relevant, or you’re playing a normal build and you get swarmed by monsters running at Mach 3, forcing you to abuse dodge rolls or play a freeze archetype. |
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