Because Blade flurry: How about a new Melee skill with spell/AOE+melee tags?

The reasoning being that Blade flurry is basically a spell with melee tags, and enough scaling to compete with spells so it would be used.

So how about a melee skill with spell/cast/AOE and melee tags, and the kind of scaling that spells get.

Iron, why the ef would you want this u r a tard, l 2 internet suggestions plox.

Okay hear me out; One of the big problems with melee besides the intrinsic mechanical disadvantages is the RNG factor needing an almost mirror quality weapon to make many melee skills do work (all poison and such shenanigans aside). Needing extra supports that COST DPS to leverage melee skills into being kinda okayish AOE.

So we take the spell skills flat damage per skill gem level model, make it a close proximity trigger (not namelock, closest nearby mob) with a natural prolif to other nearby mobs. So something akin to Infernal Blow but with built in flat damage ala spells.

What this does is give the game an updated melee skill that can be handed out by Nessa or drop on Strand, that FEELS good, but also doesn't screw new players by needing to hit the RNG Lotto of getting one of the couple dozen per temp league per weapon type Rare weapons that rolls 20-40 flat phys 200% phys 28% attack speed on a good base.

Elemental Hit has some similarities in flat damage per level but it's one of the games worst "feelsbadman" skills to play. other advantages of a skill set up like this besides having the advantage of up to date design, are that many melee Uniques which are garbage tier because their base damage is hopelessly out of date might be viable to use. Spell casting Uniques do not suffer from this same downside. A good mod on a unique spell casting item doesn't become unusable because the item only does 50-70 damage, like a melee unique does.

The skill could be set up with inherent AOE so that some of the heavy stones that are drowning Melee currently wont apply. For example: melee have poor access to the AOE nodes, and they absolutely MUST throw away a support socket for Melee Splash because there's no way anyone's playing POE killing one mob at a time. The fact that Melee splash is obligatory means that melee is only capable of having 5 actual links compared to spells that are called melee such as blade flurry which not only has up to date damage scaling it also doesn't need splash so it gets an extra support over skills that are already inferior.

The reason for the "spell" tag is so that inferior melee scaling can be compensated for by the use of supports and skills that don't effect melee currently. Such as Pain Atunement, or
Righteous Fire.

There really is no reason these shouldn't apply to melee, considering it already has the "deal breaker" of needing to be in close proximity and stop and attack to do damage, and also does rubbish damage compared to spells at like amounts of mitigation investment.


Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Feb 8, 2017, 3:51:34 PM
Last bumped on Feb 11, 2017, 10:02:13 AM
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Something like this? This is an idea i've been in love with for a while so I agree we should have some sort of melee spell.
Isn't this exactly what Crown of Eyes is for?
We fight to delay the end because it's the means that matter.
I'd like a melee skill with the tags "Aoe, spell, melee, attack, duration, fire, cold, lightning, chaos, projectile, channeling, movement." And call it the 'hurticane.'
Last edited by id_rather_be_single#4748 on Feb 10, 2017, 12:44:19 PM
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Androsity wrote:

Something like this? This is an idea i've been in love with for a while so I agree we should have some sort of melee spell.


Exactly. I'd love for Infernal blow and Glacial hammer to get revampped with this sort of treatment give them optional wording like "uses the higher of your weapons damage OR X to Y damage per gem level". Could tune the flat X to Y to be a little less than a great Melee rare with 400-450pdps would be so that when you did find a great rolled rare you would want to use it.

I think something like this would be a real gap bridger, the main thing I hate about melee right now besides being bottom tier DPS and Survival is the need to find a weapon that will only drop about a dozen times per league per type. At least in my experience having had live searches up for 130-300 phys damage maces swords and sceptres in Prophecy, Essence and Breach, something like 30-40 of these in total per league will appear. And I am including klunkers with no attack speed roll (like 1.4 attack speed so only 300 ish pdps) Having played multiple melee characters that HAD one of these rare high damage weapons + Abyssus or BoR + steel rings with double flat rolls etc. It's only just barely enough to do good DPS and the cost to your survival to get enough % scaling is just devastating being melee and having to stand next to the mobs. And Dominus Help you if you also need to be crit multiplier+accuracy to get your DPS in a working rage (and in my experience you probably do unless double dip shenanigans).
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Feb 11, 2017, 6:33:43 AM
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Timewar9 wrote:
Isn't this exactly what Crown of Eyes is for?


No. Besides the fact that it doesn't convert "more" modifiers, it is also a steep opportunity cost (can't wear a good Melee flat phys Helm for one) and it does not help bridge the gap between having a 100-200 phys weapon and finally getting a 150-320 phys weapon.

It also contributes to the problem with melee currently: everything melee has a big downside or massive opportunity cost, that spells just don't have.

Compare great melee (usually life) gear to great spell casting (usually ES) gear.

Koams = massive penalty; Shavs = no real penalty it's just not top ES solves your ES/chaos dmg

BoR = massive penalty; Hubris 500ES tri res, maybe even some offensive stats no downside

Abyssus = massive penalty; Heretic Veil = only penalty is not top tier ES

The Wardens brand -30% AS

Formless Inferno -30% fire res and shit life roll all so you can % scale the worst form of mitigation by your fire resist.

Crown of Eyes -30% fire res and no life roll only gives you % increases to spells, not % more

I could keep going but this thread isn't about how backwards GGG is on melee compared to spells so much as it is about giving melee some more options when the RNG is not giving us something to do enough DMG with.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
"
id_rather_be_single wrote:
I'd like a melee skill with the tags "Aoe, spell, melee, attack, duration, fire, cold, lightning, chaos, projectile, channeling, movement." And call it the 'hurticane.'


Hurricane - AoE, Spell, Duration
- physical damage

Would perform like Vaal Cyclone but you can place/cast it like a totem. You cast the Hurricane somewhere, it appears and starts doing AoE damage and pulls stuff in itself.
nah stop the powercreep scaling, make it mechanically appealing not numbers scaling appealing.
I am the light of the morning and the shadow on the wall, I am nothing and I am all.
Thats pretty much what i was going for. I played dragon age inquisition and knight enchanter was always my fave class so a spell like thier spirit blade is whay i was aiming for. Plus I would like a melle skill that i dont have to worry about accuracy without getting rt
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Crackmonster wrote:
nah stop the powercreep scaling, make it mechanically appealing not numbers scaling appealing.


Yes this.A skill working in an interesting way rather than in an 'easily' exploitable way.

IMO Elemental hit is closer to a spell than BF as it get's flat damage from the gem,it's just very basic not interesting at all but might be a good bases for an idea.I would like to see more melee skills with flat damage,Viperstrike use to but they changed it to use the weapon damage,boring.

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