Anti-Melee Challenge Leagues and melee discrimination

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Telzen wrote:
I swear melee builds could press a button and have everything on the level die and people would still make these threads.


Agree.
That's exactly how my melee char plays except... you won't find a QQ thread made by me :>
PS: No, not Cyclown - only "problem" melee has imo is mana sustain ... but that's a problem across the board, not limited to melee.
Have a problem with something I said? PM goetzjam don't derail a thread.
'There's plenty that needs to change. And back in my day we had real game devs.' - TheAnuhart
Last edited by ScrotieMcB on February 30, 2016 0:61 PM

Help Charan color the board - use [u color] to make your posts shine.
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Morgoth2356 wrote:
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StrongWitchCraft wrote:


Or you are average hater melee, like GGG?


They hate melee so much and melee is in such a bad shape that the first level 100 in the last HC challenge league (Tempest, current meta) was a melee character.


How many times did he killed Uber and 82 Core (absolutely any roll) per day? How many Abaxoth did he killed? How many 190+quant maps he faceroll? Etc

And one guy with huge help and GG support get 100 lvl... ya with all of it any build can get 100 lvl. What are you trying to say? Why are SO much against buff melee and like to be a **** to defend NO balance when its clear for anyone.

Are you trying to tell that Incinerate should be nerfed, while much stronger gem like Poison Arrow should NOT? Or you think melee with mirrors invest and uber OP support in party viable, so melee as global should NOT be buffed?

For you poe absolutely balanced and GGG should stop do any changes? Or only melee?

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kcstar wrote:

That's exactly how my melee char plays except... you won't find a QQ thread made by me :>


Hey I_NO, sup.
Almost did not notice you, you're so much do not try, not everybody recognize you.
Last edited by StrongWitchCraft#7308 on Nov 15, 2015, 9:02:47 AM
*Beware the Satire-posts*

Ranged might be better than Melee overall, but...


Aegis Aurora, making melee a faceroll since 1945.
Meta-game holds no value - Play with what you like!
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StrongWitchCraft wrote:
Why are SO much against buff melee and like to be a **** to defend NO balance when its clear for anyone.


hahahahaha... xD
Have a problem with something I said? PM goetzjam don't derail a thread.
'There's plenty that needs to change. And back in my day we had real game devs.' - TheAnuhart
Last edited by ScrotieMcB on February 30, 2016 0:61 PM

Help Charan color the board - use [u color] to make your posts shine.
"
StrongWitchCraft wrote:


How many times did he killed Uber and 82 Core (absolutely any roll) per day?



You do know almost nobody kills Uber in a temp hardcore league right ? It has nothing to do with melee... Same goes with Core Malachai...

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What are you trying to say? Why are SO much against buff melee and like to be a **** to defend NO balance when its clear for anyone.


I guess you meant "everyone". And no, it's not clear for everyone.

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For you poe absolutely balanced and GGG should stop do any changes? Or only melee?


? ? ? I have no idea what you meant right there.

The problem with melee is not that it's underperforming, because it's not. Cyclone is a top tier spec in the current meta, especially for temp leagues. The problem is that Cyclone is by far the top melee skill (if you don't take Reave into account) and other skills should be looked into.

IGN : @Morgoth
BTW depth charge is currently pushing to be 1st to 100 spec is cyclone and vaal ground smash.
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Degent wrote:
BTW depth charge is currently pushing to be 1st to 100 spec is cyclone and vaal ground smash.


Eh, typical troll, like I_NO (and his alt kcstar)

Maybe you hear about those MUCH MORE heavily in meta and easy pushing to be 1st to 100 spec: Explosion Arrow, Poison Arrow (and MF variation also), Tornado Shot!, COC, Mjolner, Kinetic blast, Incinerate, Srs, Flame Totem MF (best for MF), Shockwave Totem, Frenzy, Ice Shot, Lightning Arrow, Puncture trap Discharge, Firestorm, Flameblast, classic Summoner, Storm Call, The Whispering Ice, etc
Those i list better in any way you think or dont think then those you listed. And cyclone popular because its ONLY melee gem that have at least a little mechanic and fun to play, dont you think players choose cyclone because they want to play and like play as melee?

Also vaal ground smash just fun, new fresh and very fun build, not really so OP as you think and not so good vs boss.

And because of ONE and ONLY melee skill (cyclone in your example) you think melee fine? WTF is wrong with you? Whats that logic? So, only one skill viable from 20+ unplayable and unused = dont need buff melee in global? Dont need buff Duelist and Marauder? Dont need nerf Poison Arrow?

I think Feedback and Suggestions forum heavily abused by low quality trolls like kcstar and alike him, no wonder GGG still not buffed melee and forgot to say anything in announce 2.1
^^ youve got such an attitude problem, while pa is perhaps the highest clear for the investment, suggestions like melee should be buffed 250% by a gem make your posts a joke you dont have the first idea of balance.
Incidentally i never said melee is fine not once in any post ive ever made.
I played cyclone its easy on the maruader side of tree have 6000 life at l90 massive movement speed, enough dmg to one shot nearly everything aside from bosses, and around 65000 ttdps with conc effect. (Crit ranger/shadow side cylone got pretty stuffed small aoe, not much life on that side of tree, abyssus hard to wear with phys dmg but with rats nest you only have a bit more dmg then split arrow.)
And he is most likely to be 1st to 100 its not a troll comment in the slightest because vaal ground slam takes out close to a whole screen.
Last edited by Degent#4750 on Nov 15, 2015, 5:43:51 PM
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Telzen wrote:
I swear melee builds could press a button and have everything on the level die and people would still make these threads.
Except they couldn't, because then they'd be ranged.

I don't think it's inherent to melee that it will always be weaker than ranged, but preventing this from happening requires the game designer to set a maximum power level for ranged skills and rigidly adhere to it, from the very start of game design, in order to prevent ranged from powercreeping past a point which melee could never achieve. For example, you could make it so melee has the only true area-of-effect in the game, while bow users must rely on a finite number of projectiles to deal damage (absolutely no true bow AoE skills); or, you could make it so melee deals all its AoE damage in a single hit, while spellcasters must rely on AoE damage over a duration (such as burning ground or Firestorm), where the spell's damage is tuned assuming monsters stay within the AoE for the vast majority of a significant duration, making it very difficult to get maximum damage out of the spell (unless the caster casts on self and tanks, at which point it's pretty much melee spellcasting; "damaging spell" would by its nature immediately imply "duration."). Additionally, "AoE" and "big damage all at once" would need to become fundamentals of pretty much any melee skill made, unless it has some other gigantic upside (for example, a melee version of Incinerate designed to evaporate single targets in an outrageously short timeframe), while using limited AoE radius and centered-on-self as balancing mechanisms.

This game does not use such deliberate balancing. There are skills which deliver the entire package - ranged, large AoE, massive damage - while other skills are hilariously noncompetitive - melee, no AoE, merely reasonable non-outrageous damage. Blue in PoE is overpowered like blue in MtG: ranged, AoE, and crit, why go anywhere else? (Answer: they made it easy to grab the best of everything without a firm attribute commitment, so everyone just uses any abilities they want at little cost and it becomes all about grabbing life and/or ES nodes. But if attributes did matter, Intelligence wins hands-down.)

Since melee is a deliberate weakness added to a skill to make its gameplay more interesting, melee skills simply cannot compete in an environment where skills without weaknesses define the power curve. So the "melee discrimination" has been a part of PoE since it was little more than ideas bouncing around in Chris Wilson's head, and I really don't see the challenge leagues as being particularly relevant to the issue, at best changing nothing and at worst just hammering in something deeply ingrained into the design.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
Last edited by ScrotieMcB#2697 on Nov 15, 2015, 9:12:12 PM
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ScrotieMcB wrote:
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Telzen wrote:
I swear melee builds could press a button and have everything on the level die and people would still make these threads.
Except they couldn't, because then they'd be ranged.

I don't think it's inherent to melee that it will always be weaker than ranged, but preventing this from happening requires the game designer to set a maximum power level for ranged skills and rigidly adhere to it, from the very start of game design, in order to prevent ranged from powercreeping past a point which melee could never achieve. For example, you could make it so melee has the only true area-of-effect in the game, while bow users must rely on a finite number of projectiles to deal damage (absolutely no true bow AoE skills); or, you could make it so melee deals all its AoE damage in a single hit, while spellcasters must rely on AoE damage over a duration (such as burning ground or Firestorm), where the spell's damage is tuned assuming monsters stay within the AoE for the vast majority of a significant duration, making it very difficult to get maximum damage out of the spell (unless the caster casts on self and tanks, at which point it's pretty much melee spellcasting; "damaging spell" would by its nature immediately imply "duration."). Additionally, "AoE" and "big damage all at once" would need to become fundamentals of pretty much any melee skill made, unless it has some other gigantic upside (for example, a melee version of Incinerate designed to evaporate single targets in an outrageously short timeframe), while using limited AoE radius and centered-on-self as balancing mechanisms.

This game does not use such deliberate balancing. There are skills which deliver the entire package - ranged, large AoE, massive damage - while other skills are hilariously noncompetitive - melee, no AoE, merely reasonable non-outrageous damage. Blue in PoE is overpowered like blue in MtG: ranged, AoE, and crit, why go anywhere else? (Answer: they made it easy to grab the best of everything without a firm attribute commitment, so everyone just uses any abilities they want at little cost and it becomes all about grabbing life and/or ES nodes. But if attributes did matter, Intelligence wins hands-down.)

Since melee is a deliberate weakness added to a skill to make its gameplay more interesting, melee skills simply cannot compete in an environment where skills without weaknesses define the power curve. So the "melee discrimination" has been a part of PoE since it was little more than ideas bouncing around in Chris Wilson's head, and I really don't see the challenge leagues as being particularly relevant to the issue, at best changing nothing and at worst just hammering in something deeply ingrained into the design.


This! Exactly this! ScrotieMcB right, thats what i mean.

Whats point to play melee if GGG logic are ALL BUILDS SHOULD HAVE SAME MECHANIC AND SAME DEFENSE. Rangers and spellcasters and hybrid builds like CoC or Mjolner, anyone can use Fortify, anyone can use Acro (if they spend enough points), anyone can use MoM, etc etc
BUT Spellcasters, totems, hybrid builds (CoC, Mjolner, etc), suppots, and other have better AoE, better clear speed, easier leveling and faster gear equip, everything better then melee.
Also all of those can KITE and manual DODGE attacks, run from danger, refile instantly all flask, any what they need, while in same situation and same time melee cannot do it.

Melee take always all source of damage, explosion from killed monsters, DD, tars, all slow effects, they stay in shocked ground, reflect, chaos damage, DOT, etc. So melee SHOULD have something special and very important bonus defense, then any other builds, but in GGG logic and vision melee just not a problem at all, they just fully ignored melee.
Last edited by StrongWitchCraft#7308 on Nov 16, 2015, 12:01:20 AM

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