As a melee-only player I'd like to add my two cents to the discussion.
I definitely like the concept of Fortify. I also agree that linking the buff to an existing movement skill would be hard to implement. But, including Fortify in a seperate melee skill can result in the whole idea becoming a major failure. And here's why:
As already announced Enduring Cry will be no longer triggered by CwDT meaning melee characters will now have to cast Enduring Cry and hit with Vigilant Strike in order to benefit from both buffs. And that is contrary to improving melee survivability as the prep time is going to take too much time in order to be useful. Also, one might feel that we're being pushed back from a partially automated playing style into some kind of do-it-yourself scenario. Which takes away a lot of fun. A support gem shouldn't be an option either which I'll explain later.
And therefore my suggestion would be to create a Fortify keystone.
Fortify
Enemies you hit with a melee attack grant the following buff:
Cannot evade enemy attacks,
Reduces damage taken by 25%,
Reduces movement speed by 10%.
This would make much more sense, you're fortifying yourself, so you're slow, attack-prone, but you take far less damage. Also this would make the buff available for generic armor based melee chracters, because as I see it now the main beneficiary of Fortify is going to be evasion/dodge based crit dagger Shadow/Ranger.
Of course, there's still a chance such a keystone will be implemented as you said you're working on it, but you should definitely scrap the Vigilant Strike if you don't want to the already overpowered group of characters to abuse one more skill.
[2.4] Riff Raff - under 1ex Reave RT DoT Gladiator: http://poeurl.com/C6q
Last edited by Weißenberg#1537 on Mar 31, 2015, 2:33:15 PM
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Posted byWeißenberg#1537on Mar 31, 2015, 2:23:36 PM
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"
Weißenberg wrote:
As a melee-only player I'd like to add my two cents to the discussion.
I definitely like the concept of Fortify. I also agree that linking the buff to an existing movement skill would be hard to implement. But, including Fortify in a seperate melee skill can result in the whole idea becoming a major failure. And here's why:
As already announced Enduring Cry will be no longer triggered by CwDT meaning melee characters will now have to cast Enduring Cry and hit with Vigilant Strike in order to benefit from both buffs. And that is contrary to improving melee survivability as the prep time is going to take too much time in order to be useful. Also, one might feel that we're being pushed back from a partially automated playing style into some kind of do-it-yourself scenario. Which takes away a lot of fun. A support gem shouldn't be an option either which I'll explain later.
And therefore my suggestion would be to create a Fortify keystone.
Fortify
Enemies you hit with a melee attack grant the following buff:
Cannot evade enemy attacks,
Reduces damage taken by 25%,
Reduces movement speed by 10%.
This would make much more sense, you're fortifying yourself, so you're slow, attack-prone, but you take far less damage. Also this would make the buff available for generic armor based melee chracters, because as I see it now the main beneficiary of Fortify is going to be evasion/dodge based crit dagger Shadow/Ranger.
Of course, there's still a chance such a keystone will be implemented as you said you're working on it, but you should definitely scrap the Vigilant Strike if you don't want to the already overpowered group of characters to abuse one more skill.
no because then ranged would still benefit from it if you are in partys
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Posted byBIGLITRO#5705on Mar 31, 2015, 2:38:31 PM
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"
BIGLITRO wrote:
"
Weißenberg wrote:
As a melee-only player I'd like to add my two cents to the discussion.
I definitely like the concept of Fortify. I also agree that linking the buff to an existing movement skill would be hard to implement. But, including Fortify in a seperate melee skill can result in the whole idea becoming a major failure. And here's why:
As already announced Enduring Cry will be no longer triggered by CwDT meaning melee characters will now have to cast Enduring Cry and hit with Vigilant Strike in order to benefit from both buffs. And that is contrary to improving melee survivability as the prep time is going to take too much time in order to be useful. Also, one might feel that we're being pushed back from a partially automated playing style into some kind of do-it-yourself scenario. Which takes away a lot of fun. A support gem shouldn't be an option either which I'll explain later.
And therefore my suggestion would be to create a Fortify keystone.
Fortify
Enemies you hit with a melee attack grant the following buff:
Cannot evade enemy attacks,
Reduces damage taken by 25%,
Reduces movement speed by 10%.
This would make much more sense, you're fortifying yourself, so you're slow, attack-prone, but you take far less damage. Also this would make the buff available for generic armor based melee chracters, because as I see it now the main beneficiary of Fortify is going to be evasion/dodge based crit dagger Shadow/Ranger.
Of course, there's still a chance such a keystone will be implemented as you said you're working on it, but you should definitely scrap the Vigilant Strike if you don't want to the already overpowered group of characters to abuse one more skill.
no because then ranged would still benefit from it if you are in partys
How? It's not an aura or a charge, it's a buff... do players in your party benefit from Blood Rage? But yeah, you could simply change the description to "grant YOU the following buff".
[2.4] Riff Raff - under 1ex Reave RT DoT Gladiator: http://poeurl.com/C6q
Last edited by Weißenberg#1537 on Mar 31, 2015, 2:45:10 PM
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Posted byWeißenberg#1537on Mar 31, 2015, 2:41:43 PM
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was about time to buff melee, couse they cant really do anything aside a crit ranger or a crit spell caster. + melee characters are right next to the danger, while rangers and casters kill shit from afar with insane DPS.
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Posted byFracture333#7886on Mar 31, 2015, 2:53:03 PM
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Vigilant Strike + Multistrike + Melee Splash + WED + End. Charge on Melee Stun (+ Faster Attacks) + Oro's Sacrifice = Ridiculous DPS?
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Posted byDoctorDanmaku#5690on Mar 31, 2015, 3:10:01 PM
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bleeee
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Posted bygilo71#0986on Mar 31, 2015, 3:19:11 PM
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"!" THE TOUCH OF GOD YESS
>=====,',','
MASTER?! MASTER?! WHERE THE DREAMS THAT I'VE BEEN AFTER!!?
',',',=====<
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Posted byIVIetal#0669on Mar 31, 2015, 3:34:33 PM
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Fortify need to be only 2h mele buff at all, cos only 2h dont have block/spell block or +max res from shields . So its so dumb to do this skill open for all mele hits. GGG you will regret it in future.
100lvl mele pvp QUIT
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Posted byJedi_blr#7847on Mar 31, 2015, 3:36:56 PM
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Yes!
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Posted byAkrasjel#2879on Mar 31, 2015, 3:45:37 PM
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"
Weißenberg wrote:
As a melee-only player I'd like to add my two cents to the discussion.
I definitely like the concept of Fortify. I also agree that linking the buff to an existing movement skill would be hard to implement. But, including Fortify in a seperate melee skill can result in the whole idea becoming a major failure. And here's why:
As already announced Enduring Cry will be no longer triggered by CwDT meaning melee characters will now have to cast Enduring Cry and hit with Vigilant Strike in order to benefit from both buffs. And that is contrary to improving melee survivability as the prep time is going to take too much time in order to be useful. Also, one might feel that we're being pushed back from a partially automated playing style into some kind of do-it-yourself scenario. Which takes away a lot of fun. A support gem shouldn't be an option either which I'll explain later.
And therefore my suggestion would be to create a Fortify keystone.
Fortify
Enemies you hit with a melee attack grant the following buff:
Cannot evade enemy attacks,
Reduces damage taken by 25%,
Reduces movement speed by 10%.
This would make much more sense, you're fortifying yourself, so you're slow, attack-prone, but you take far less damage. Also this would make the buff available for generic armor based melee chracters, because as I see it now the main beneficiary of Fortify is going to be evasion/dodge based crit dagger Shadow/Ranger.
Of course, there's still a chance such a keystone will be implemented as you said you're working on it, but you should definitely scrap the Vigilant Strike if you don't want to the already overpowered group of characters to abuse one more skill.
So you want to nerf evasion builds for no reason?
That makes no sense at all.
If you want to buff armour builds, just make it so that Fortify reduces damage BEFORE armour.
Forum Warrior - Why are you creating a thread about this subject? Use Search!
Also Forum Warrior - Nice necro. Last edited by Nurvus#6072 on Mar 31, 2015, 3:55:28 PM
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Posted byNurvus#6072on Mar 31, 2015, 3:54:27 PM
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