Comprehensive feedback
" You should do a separate thread. This is good stuff and I agree completely but you are buried on page 20 and using a spoiler with a wall of text. People will just pass by as you can see there's already a bunch of replies and none addressed to you. Also part of the problem with making end cry better is discharge. If you can generate charges too quickly you have a nuke ready often. I think your suggestions are on the right path, things that allow you to hold them longer rather than generate them quicker. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
![]() |
" No its not fine when you have ranged build tank with skelly/decoy/icenove/incinerate totems much better than melee without sacrificing anything New melee support skills wont change anything in survivability department albeit they might widen possible range of melee builds because you wont be shoehorned into cleave/slam builds IGN Nordes
|
![]() |
" This has nothing to do with the armor formula though,its a seperate problem " They will help, but not enough What needs to happen is GGG needs to stop scaling just through damage/health, and do something more imaginative. Like give mobs in maps random active abilities. In terms of dynanism there you have a lot more to room to fight against a bear ranged mob with some random ability (that also has less health and damage) rather than what we have now |
![]() |
@Moos: Was it in your op I read the idea about a PB Armour keystone? Lol, been 20 pages, I can't remember :P At any rate, what I proposed was to make this a fundamental mechanic of armour, and not an "option." Why? Partially because such a thing would essentially "bandaid fix" armour, and like IR/WS, would not really be an option at all. It would also skew the Str tree's primary defense into melee range for it to be useful. This would give something mechanically unique to melee, as the heart of the issue is to find something that makes melee stronger without also making ranged stronger.
Add on top of that your suggestion to reduce the life nodes available to the Str tree, increase the armour nodes available, and my suggestion to add a (small) flat % DR to armour while slightly reducing the returns on its scalar formula. The flat % DR will be necessary against spike damage given the relatively smaller life pool, and decreasing the scalar portion will also be necessary to prevent AR builds from being nigh immortal to swarm packs like monkeys and tentacle rape monsters. When its all said and done, I think melee would be in a much better place. Inherently weaker versus ranged mobs, and so would want to close the gap fast, where they have adequate defenses to actually absorb hits without immediately melting (or requiring 9million life nodes). Melee improves, build diversity flourishes, everybody wins. " That's great :) The result is what I described in my previous post: all variables are now effectively Boolean. They either work or they don't, with little to no middle ground. You either absorb hits and flask all day long, or you melt before human reflexes can respond to a threat. What I am proposing does not need to be a significant change (while I admit I'd prefer all numbers be significantly reduced such that the relativity is the same, but there is more room for variation), only enough such that ranged will kill packs in 3-5 hits with aoe, and single targets in 2-3 hits; melee will kill packs in 2-3 hits with aoe, and single targets in 1-2 hits. The effect will be to reward melee for their limited threat range, added required travel time between packs, and added risk, and nerf ranged for their relatively easy safety and extended threat range (something that is otherwise not taken into account in the numerical balance of things). To the poster who implied this would make PoE an MMO.... Right. No. It would make PoE a functioning game where diverse play styles are rewarded and punished according to their inherent properties. As it stands, due to the entire design of PoE, ranged gets 110% of the benefits and melee gets shafted. Why? Because in this completely unrestricted skill and build environment, ranged can do everything melee can do, and they can do it in half the time while facing half the threat. Edit: And adding new melee skills and supports will do nothing to fix the flaws mechanically inherent to the game's design, which right now is what is most damning to melee. Devolving Wilds Land “T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.” Última edição por CanHasPants#3515 em 23 de mar. de 2013 15:04:18
|
![]() |
They don't want face tanking and yet, they give us arctic armor so we can face tank.
|
![]() |
" Please provide video evidence of you face tank maps. IGN QTCRZ
|
![]() |
" Do you not understand what the message means? You don't take it literally. It means the direction of adding arctic armor is towards face tanking. So easy to forget there are people who don't read between the lines on the internet. |
![]() |
best thread ever here
bump |
![]() |
i play a melee templar. i use zombies and skeletons combined with a rejuv totem. it works great. build and play around difficulties. dont' ask the game developers to babysit you.
edit: i'm not a melee summoner. i use sweep and glacial hammer as aoe and single target Última edição por scrtwpnx#3630 em 23 de mar. de 2013 16:07:40
|
![]() |
" Ah, the truth is, you don't want them to make your special snowflake build obsolete is? "But you use a totem and skeletons and zombies. Which pretty much negates your statement. No, you ARE a melee summoner. DEAL WITH IT. |
![]() |