Returned for the new League and Melee still reeks of awfulness.
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https://www.youtube.com/watch?v=MKX1aPd6LjQ
Heres some of the earliest gameplay footage we have of the game being advertised at gamescom 2023, more than a year before it launched into EA. According to OP this is where we could find their "original expressed vision of meaningful active combat". With that in mind I wonder why Jonathan explicitely says this in this video after showing off some combos: " He also describes sunder as "weak on a single monster" but "absolutely annihilates a pack of monster". Now I ask you, if you look at the design of the slams/skills in this video and consider the quotes, how can you come away from that and still think the game was originally supposed to be designed in a fundamentally different way, which would allow for your "true melee combat" ? |
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" Yea of course - everything that is in the game is not "true melee" because you define "true melee" as something that doesn't fit the game. Thats circular reasoning. What you want is 1v1 close combat fight. And you can have that with some skills on bosses or harder rares - melee on the other hand is defined completely different. Everything you say there is present in the game and is utilized even by the video shown earlier. Defensive maneuvers, combos, series of moves, all there - just faster because its an endgame build. It seems more like your specific build setup isn't working to your liking and you are now generalizing it. |
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" Yes if they additionaly make it scale with melee weapon and modifiers. T That would btw be flicker strike and a pretty well working melee skill. https://www.youtube.com/watch?v=qMRJnWGgLfw&t=17s&pp=ygUUcG9lIDIgZmxpY2tlciBzdHJpa2U%3D Of course look and feel are the defining metrics for what a skill is perceived to be in a game, how else do you want to differentiate them? " People will always complain. From my experience: mostly about their own skill issues or just blatantly made up stuff. So that goal is unreachable anyway. |
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Guys, it's heading nowhere.
Poe2 Melee builds are not your upfront single target bonking stuff. Even if you make it that way, you are destined to arm yourself with heralds, splash or whatever to keep up with the incoming hordes. That's one thing we clarified in here. Second thing is that melee builds are fine when compared to ranged ones, considering the poe2 reality. Melee require better sustain as you cannot just avoid the damage by killing from afar continuously. And it is player's job to cover for that whilst making the build. Thank you and have a wonderful night! Combat Balance > Feelings Last edited by Evergrey#7535 on May 16, 2026, 6:26:33 PM
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" My hope is that they add something like fortify from PoE1 (but better/more interesting than just generic damage reduction) for melee in PoE2 you too. |
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" I dunno, seems like pretty straightforward reasoning to me. I have yet to hear your definition of what 'true melee' is, but from your arguments it seems to be as long as you at least tapped something with your weapon at some point in the process that qualifies the entire process as true melee. Hardly matters anyway, so I'll just say this and stop. While I like multiple build and play styles including ranged and caster builds, I was very disappointed when trying out melee in PoE2 to find it not only generally problematic and comparatively inferior to ranged builds, and that the only melee builds that were viable in both terms of being able to beat the game in a comparatively timely manner, and to keep up with other players in a resource collecting and trading game, were effectively ranged builds. I don't think there's anything that is going to change that barring a massive overhaul to the general gameplay and combat dynamics that isn't coming. Offering it as fair warning to anyone who tries to play this game and might expect different from their own understanding of what the word melee means, in RPG and gaming settings. Cheers. Last edited by Skutz123#5377 on May 16, 2026, 6:45:58 PM
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There is no such thing as "true melee". Just melee.
And the definition is in the game, i don't need to define it any different ;) "Melee Attacks are those that directly hit with a melee Strike or a Slam, dealing Melee damage. Melee attacks usually scale from Weapon or Unarmed damage. Any Projectiles these attacks create do not count as Melee damage." btw interesting new video from one of the more knowledgable creators in the community relevant to the topic: https://youtu.be/kvbSs6pC6Ug |
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its fine guys, melee will be magically fixed when they add swords...
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One of the main problems with melee are skills that lock you in place like Spearfield and many others
Even if it had 90~95% movement speed penalty, it'd feel so much better to be able to move while using the skill, even the new martial artist ascendency is getting this instead of being unable to move They made the gap between melee and ranged even bigger with poe 2 With melee i feel like i'm playing an inferior version of the game, nothing beats the advantage of being able to move while attacking from a distance, it's not just stronger, it feels so much better to play too Last edited by Vyend#2601 on May 16, 2026, 7:18:41 PM
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" Oh, I guess it's not circular logic when you present it this way then? Anyway, I think you're being a bit pedantic. You could respond to the multitude of individual points/shortcomings with the current melee functionality that I and the OP and others brought up. But there's not really any need, no one's threating your zoomie zoom boom boom put the tokens into the crafting slot machine inventory management simulator. We know where the game is heading now. If you're going to link a 30 min video it helps if you give a timestamp suggestion to focus on. I scrolled a bit and it looks like a few boss fights using parry? Not really representative of the entirety of gameplay experience, but yes, you can kill bosses with melee skills. |
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