Anti-Melee Challenge Leagues and melee discrimination

my best leveling experience is using melee char

any skill + vaal double strike + best unique for you level = cakewalk until act 4 merciless

flame totem, nah he inly thing that match it right now is flame surge spell wise


i find that for leveling melee is in good place

as for end game , yeah my clear speed seem slow comparatively to some ranged though while the damage is there...

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ffogell wrote:

as for end game , yeah my clear speed seem slow comparatively to some ranged


Exactly and defense worse comparatively to some ranged and hybrid.
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StrongWitchCraft wrote:
HYPE!

But it's really gonna be anti-melee league, i don't think (have no idea who) gonna play melee in that leagues... many new bow skills, new spells, new support gems for both, new skills with new mechanic "Poison" and Chaos.

So melee as was underground (in the trash bag) and gonna be there for 3-4 months longer.
New Atziri content gonna be farmed with Poison Arrow (or w/e new name is it) and Bow users, maybe new Chaos and Poison skills gonna dominate too.

What about melee? Melee weak now and gonna dead soon for real, no one have any reason to play "punching bag" simulator when you need to take all source of damage, even poison on hit monsters. While Bows and Spellcasters with Chaos/Poison skills gonna manually dodge, or if they fail acrobatic dodge, MOVE to refile flask and more.

Did you see GGG that you add even more Poison Arrow strong supports: Rapid Decay + Void Manipulation? Poison Arrow ALREADY super break meta and make you fck endgame so hard, check who first kill Atziri with 4 link crap bow at few hours from start league, check who killed first at 3th day league start and now farm UBER so fast and easy that it makes no sense at all to use anything else except Poison Arrow only with crap gear.
Just tips: that skill named "Poison Arrow", and you create new support gems that buff already broken crazy skill? WTF?

Then why did you nerf Incinerate at all, if your logic fail so hard? Whats point?
Why you create Melee from the start if you leave them at such a bad position?

Wheres melee defense? Melee specific, not for everyone, when everyone have different options. Your universality at defense make melee super bad when compare with Bow or PA or spells.

How about broke your rule about universality for everyone and all skills should have same defense and add melee some MORE defense up to what we have.
How about buff extra higher non crit melee area even higher then you think is "fair" or "enough". Because melee, you know, always melee without ability's that non melee have.

Your logic fail when you nerf all spells, but Poison Arrow still untouched and you creating new insane supports for it to buff even more: Rapid Decay + Void Manipulation. Why?

You leave melee defense, melee nodes, non crit melee area so weak and useless, but add more Bow skills, more spells, more new skills, new support for Bow and spells BUT don't want to take at melee?

This is anti-melee 2.1.0 patch for sure.

By the way, Poison Arrow make you manually dodge or just run out of danger and still doing broken insane DPS in same time.
Allow you to run all possible MF gear and still make a lot of defense (super tankie) and still save all your DPS.

How about Duelist tree buff?
Duelist has been demonstrably unused since forever, take a look at him.

Another melee problem is: horrible AoE size! The poor AoE means they lack an effective clear speed when compared to most archer/ranged builds

Blood Magic keystone and Mortal Conviction nodes should have more life and there should be Unique jewel that adds x% increased Life Regeneration Rate AND XXX% increased Melee Physical Damage while no Mana is Reserved (special for BM builds) to compensate no usage aura (like Unique Clear Mind, but for melee).

Melee skills don't deal more dmg than ranged ones, both types of characters have a basic cap of 75% on resists, and almost no melee skills give any form of extra damage mitigation. So add more defense for melee, buff node at tree and buff armour mechanic, create new melee defense buff or something up to that for melee.

I hope there is still time left to realize problem and make changes before 2.1.0 patch and new leagues starts.

Better explained about mechanic and stuff written here:
https://www.pathofexile.com/forum/view-thread/1475969

And here:
https://www.pathofexile.com/forum/view-thread/1472354


agree.

no secondary damage...ie crit has all kinds of secondary damage and ranged/magic are pretty much the same. melee IS dead from eating all the damage. no mitigation whatsoever. Cast on crit a big advantage super spam. Marauder is a dead character...just remove melee altogether and just be another shooter game ggg. meta builds are getting STALE and they are all pretty much magic and ranged. what does melee have, cast on kill...wtf does that help on bosses? as coc presents added damage. Melee has cast on melee kill...useless. Hybrid defense such as armour and evade useless since investment in them gonna make you hit like with a spaghetti and take forever to kill. nothing new for melee. just nuke everything game and then sit in global and brag to new players that i melt everything cause i move fast and crit. bloodline crap not helping for melee...op, apparently that AOE buildup and multiple is magic and insta death, especially when in group and all kinds of graphical lag from crit anything, discharge or the rain of fireballs or whatnot cant even see the buildup. just remove melee altogether ggg. example, build of the weeks...CoC or ranged. thought balancing would be fixed for melee by now for real actual fighting chance..No. RIP melee and RIP for character diversity.
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Neuroticus wrote:


agree.

no secondary damage...ie crit has all kinds of secondary damage and ranged/magic are pretty much the same. melee IS dead from eating all the damage. no mitigation whatsoever. Cast on crit a big advantage super spam. Marauder is a dead character...just remove melee altogether and just be another shooter game ggg. meta builds are getting STALE and they are all pretty much magic and ranged. what does melee have, cast on kill...wtf does that help on bosses? as coc presents added damage. Melee has cast on melee kill...useless. Hybrid defense such as armour and evade useless since investment in them gonna make you hit like with a spaghetti and take forever to kill. nothing new for melee. just nuke everything game and then sit in global and brag to new players that i melt everything cause i move fast and crit. bloodline crap not helping for melee...op, apparently that AOE buildup and multiple is magic and insta death, especially when in group and all kinds of graphical lag from crit anything, discharge or the rain of fireballs or whatnot cant even see the buildup. just remove melee altogether ggg. example, build of the weeks...CoC or ranged. thought balancing would be fixed for melee by now for real actual fighting chance..No. RIP melee and RIP for character diversity.


Happy to see adequate post

Melee needs to be buffed by a lot, or fully changed mechanic monster AI to make less anti melee then what we see now.
Even new labyrinth looks like BIG anti melee content that makes melee less useful and harder to play.
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StrongWitchCraft wrote:

Wheres melee defense? Melee specific, not for everyone, when everyone have different options.


There was Fortify, but now ranged characters can have it too. :D

Back to the shit-tier you go, melee! lol
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Morgoth2356 wrote:
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.


He also took full 3 weeks to 100, while Poison Arrow took 10 days to 100 in the 1m race.

a) Melee shit tier clear speed + support character + he had to ask Havoc (Poison Arrow) to clear difficult bosses for him, compared to:
b) Ranged god tier clear speed + do any boss with your eyes closed
Last edited by rcv211#4081 on Nov 22, 2015, 9:20:42 PM
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rcv211 wrote:
"
Morgoth2356 wrote:
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.




He also took full 3 weeks to 100, while Poison Arrow took 10 days to 100 in the 1m race.

a) Melee shit tier clear speed + support character + he had to ask Havoc (Poison Arrow) to clear difficult bosses for him, compared to:
b) Ranged god tier clear speed + do any boss with your eyes closed



I know it, but trolls never change, its pointless to prove them anything or make them see facts.
Trolls ever try to defend surgeons Lmao. like its not enough broken
"
rcv211 wrote:

but now ranged characters can have it too. :D

Back to the shit-tier you go, melee! lol


I think main problem is GGG way too scary to adding to the game fixed (bind) specific defense depending on your class or main gem (defense will lost if swap or use another gem) or battle position. If we have it already we wont have any problem at all, but in GGG vision its something bad, and bcs of it we cant have any good for melee class at all in any future or even in this game ever.
So... let me get this straight...

1. PA is super overpowered

2. It is better than melee for clear speed

3. Everything else is relatively balanced

So naturally...

OMG BUFF MELEE!!!!!!!!!!!!!!!!!!!!

They are going to nerf PA... and then what? This whole thread is basically a comparison between top tier geared PA and average players doing melee.

You'll talk about how PA can clear "Core/Malformation/Uber Atziri any mods" etc, but if someone shows an example of a top player hitting 100 as melee you write them off as a streamer with a bunch of friends helping? Seriously? What of the top tier, 6L +3 bow / level 4 Empower geared PA guy? He's the average joe? Not even close.

This thread is the most sincere trollfood I've seen in awhile... in fact both of the OP's current threads are absolutely trollfood, and both are arguing the same exact point - PA is too strong.

Anyways, melee is fine. Fortify is the most OP thing I've ever seen, and Cyclone/Whirling Blades/Reave are all top tier stuff. I'll admit that a good number of melee skills need looked at, but I suspect that Ascendant classes will do a lot in helping. Things like auto-Splashing and even stronger, always-on Fortify. Also, threshold jewels.

TL;DR: OP hates PA more than I've ever seen a single person hate something, and melee is mostly fine and will be even better with melee-focused Ascendant classes.

Team Won
Last edited by ggnorekthx#0419 on Dec 2, 2015, 1:58:06 PM
The only shitty part of "melee" right now is how limited it is on skill choice.

Cyclone is king. Reave is behind it by a bit, even with the leverage you get from "offensive offhand stat stick" style of play with a Death's Hand. Flicker can almost work (since it gives so much mobility), but the Blood Rage change made it much harder to keep frenzies up reliably.

Anything else with built-in AoE is just a shitty version of either Cyclone or Reave. Sweep, Leap, Ice Crash, Static Strike, Cleave, and Ground Slam are fun, but substitute Cyclone and the build is just better.

Dominating Blow is more 'summoner' than 'melee'.
Whirling Blades is strictly for movement since GGG is uncomfortable letting it deal real damage.

... Oh and then there's all of these:
- Shield Charge
- Glacial Hammer
- Heavy Strike
- Infernal Blow
- Lightning Strike
- Molten Strike
- Double Strike
- Dual Strike
- Elemental Hit
- Puncture
- Frenzy
- Viper Strike
- Wild Strike

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