Melee Strike Skills Revisted 2 - Pictures, Changes, New Additions - Feeback Welcome.
Revised Post
Melee in any game needs to have an advantage over Ranged. Be it Damage, CC potential or Durability. It needs at least one of these perks for the sake of simply being melee. PoE does not have any of this. In fact Melee is a handicap in just about every way. So I thought I'd start off a revamp with some of the truest to "Melee" Skill in the game. Fortify Rework: Fortify is now a global Melee tag interaction. When you hit using a Melee attack gain 30% less damage taken up from 20%. This buff no longer uses stacks and the duration is determined by the amount of damage dealt. Heavy hits will result in longer duration while fast hits will refresh a shorter duration. Global Strike Skill Improvement: - All Strike skills will auto target their first attack if a target is not selected. - All Strike skills will scale from +2 to +4 Strike Range unless specified by the skill. - All Elemental Converted Skills are at least 60%. - Melee Splash is an innate function of Strike Skills with radius based on Strike Range. - Skills with multi-hit functions such as Wild Strike choose the higher potion of damage for Splash. ![]()
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- Effectiveness of Added Damage: 101–160%.
- 50% chance to cause Bleeding. ![]()
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- Attacks now hit three times. Twice with Main-hand. Once with off-hand.
- Attack Speed 120% of Base. - New animations added for left, right, downward and upward angle attacks. - New Global: Increase Effectiveness of Ailments 50-80%. - Effectiveness of Added Damage: 92–110%. - Adds (3–113) to (5–169) Physical Damage. - 50% increase Accuracy with Main-hand Weapon. - 50% increase Critical Strike Multiplier with off-hand Weapon. ![]()
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- Effectiveness of Added Damage: 140–220%.
- No longer grants Frenzy Changes. - Remove Bow and Projectile Tags. - Adds (3–103) to (5–149) Physical Damage. - 15% More attack damage per Frenzy Charge. - 30% Less Attack Damage when not at max Frenzy Charges. - While at max Frenzy Charges gain 20% Movement Speed. - While at max Frenzy Charges attack changes to a 360 degree circle hitting other enemies for 10% damage per Frenzy Charge. Circle distance is affected by melee strike range. ![]()
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- Removed Knock Back.
- Knock Back added to all 1h and 2h wheel specialization options. - Attack Speed: 70% of Base. - Adds (3–173) to (5–219) Physical Damage. - 40% reduced Enemy Stun Threshold. - Increases to Stun Duration also increase damage of this skill. ![]()
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- Effectiveness of Added Damage: 120–200%.
- Charges are now gained for each hit from this skill. - Explosion deals base Fire Damage equal to 10% of the corpse's Maximum Life. - Explosion Area is affected by 50% melee Strike Range. ![]()
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- Removed Projectiles deal 50% less Damage.
- Removed Damage Over Time caused by Projectiles deals 50% less Damage. ![]()
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- 60% of Physical Damage Converted to Lightning Damage.
- Removed 20–30% less Area Damage ![]()
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- Now attacks in a 360 degree angle.
- Effectiveness of Added Damage: 196–273% - Adds (3–113) to (5–169) Physical Damage. - Attack radius is affected by Melee Strike Range. - 100% increase effect of aliments caused by this attack. - Cooldown reduced to 0.5 seconds. Now functions as "When Hit". ![]()
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- 60% of Physical Damage Converted to Lightning Damage
- Removed Beams deal 40% less Damage. - Removed Chains +1 Times. - Beam Range is also affected by Melee Strike Range. ![]()
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- Removed 30% Less Attack Speed if Dual Wielding.
- Removed Dual Wielding, dealing 20% less Damage. - Each hit applies a Venom Debuff to the Target. - Venom deals 6% Weapon damage as Chaos damage over 4s to a maximum of 10 stacks. - Gain Life on Hit equal to the number of Venom stacks on a target when hit by Viper Strike. ![]()
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- Removed Cooldown time.
- No longer Fortifies on Hit. - Adds (3–123) to (5–189) Physical Damage. - Increase the effect of Fortify on you by 25-30%. - Allies within range can gain your Fortification at 50% potency. - Attack with this skill cannot miss. - You Avoid the next Ailment applied to you for 4 seconds. If a Skill wasn't mention it wasn't seen as total flop in today's PoE. Some could use slight tweaking in similar forms to the above but they're functionally decent and nothing some number tweaks can't fix. New Strike Skill Concepts: Warmonger Savagely brutalize an enemy gaining Rage with each hit no more than once every 0.3 seconds. Increase Warcry recovery rate by 0.5% per Rage stack currently affecting you. - Requirements: Any Melee Weapon - Attack Speed: 80% of base - Effectiveness of Added Damage: 188–263% - Adds (3–113) to (5–169) Physical Damage. Axes Wielding by this skill deal Bleeding Damage 10% faster. Maces Wielded by this skill have a 10% chance to deal double damage. Swords Wielded by this skill increase maximum Impale count by 1. When using two different Weapon types each effect is doubled. Cascade of Steel Strike an opponent unleashing splintering steel shards behind them. Each Shard projects in a cone and is considered a melee attack. Maximum cone distance is affected by Melee Strike Range. - Requirements: Any Non-Axe Weapon - Attack Speed: 100% of base - Effectiveness of Added Damage: 125–205% - Adds (3–113) to (5–169) Physical Damage. 40% Chance to apply Bleed. 40% Chance to Impale. Targets Bleeding from this skill suffer 25% increased damage taken from Impale. Targets Impaled from this skill suffer 25% increased damage taken from Bleeding. Runic Strike Strike an opponent applying one of 3 runes types. The type of rune applied is based on the highest Elemental damage type dealt. Each rune that is applied to the target amplifies and adds new the effects of other existing runes. - Requirements: Any Melee Weapon - Attack Speed: 80% of base - Adds (2–78) to (5–98) Prismatic Elemental Damage. - Effectiveness of Added Damage: 121–176%. Each rune creates a different animation based on their type. Each rune causes Exposure for 10% of their elemental type. When a Frost Rune is applied to a target suffering another Rune apply Brittle. When a Lightning Rune is applied to a target suffering from another apply Sapped. When a Fire Rune is applied to a target suffering from another Rune apply Scorched. Initial attacks before a rune is applied will create their normal ailments. If this skill is combined with an effect which already applies one of these effects the normal version is applied instead. _____________________________________________________________ Thanks for reading. This is a revision of something I cooked up in an hour. Might be some slight tweaks or unforeseen interactions. Feedback is much appreciated well as other ideas. "Never trust floating women." -Officer Kirac Last edited by Xzorn#7046 on Mar 2, 2023, 5:57:46 PM Last bumped on Mar 2, 2023, 2:50:51 PM
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-Reserved-
"Never trust floating women." -Officer Kirac
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I really appreciate you making this thread. Strike does need help and it feels most of the community doesn't seem to bother because you can finish the game with everything but strike and in a much easier fashion.
I do have to critique a few things. These changes are nice but they don't address serious problems of being a striker. Stun / Block Recovery becomes a factor because there are monster than hit almost instantaneous. You either need good Stun / Block recovery or Stun immunity / Avoidance. Punishing Stationary mechanics Lightning Mirage / Toxic Balls that drop / Cystal Skinned explosives / Degen / Corrupting Blood floating thingy's, Essence Monster spells. Bosses and Mechanics that make you have to dodge them at a far distance while spells and ranged can constantly deal DPS when these mechanics happen. Fortify at high areas doesnt give you the full stacks sometimes if you hit too slow or too weak. Most unique's cater with spell caster combos and melee ends up having to get the most shiny yellow gear to keep up. here's my aged-out 'try to fix strike' thread https://www.pathofexile.com/forum/view-thread/3282625 its more than just buffing gems. playing this on hc ssf. is surviving all the nukes / degen that come at you. which isnt even a problem if you went spellcaster. dunno thats my 2 cents. i like the nodes tho,like Runic Strike and 10000% agree on the Auto Targeting for strike. really hope GGG has really good ideas or cherry picks w/e they find useful. love strike , please buff lol to my melee brothers hold your wallet until actual melee is addressed lol Last edited by wizardlulz#1581 on Jul 7, 2022, 2:00:46 PM
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just adding
Archnemesis- Executioner Map Mods - remove charges on hit Possessed creatures - like thiefs that basically remove mana on hit and end potion effects. there are avoidable at a distance but guaranteed if you are striking extra layers of defense that are bypassed but the average non-striker, felt like they built the game for competitive spells and range and strike is just the waterboy just watching on the sideline. Boneshatter works because it scales good with Stun Duration and Damage, a good synergy for survival and dps and aoe. it avoids remove/ charges on hit/ executioner, possesed flask penalties because it usually stuns everything. its a good reason why its thee Strike skill that is playable. i hope they do more stuff like that to the other gems. a way to mitigate punishing mechanics that should punish the target ( ranged / caster) and not the melee to my melee brothers hold your wallet until actual melee is addressed lol Last edited by wizardlulz#1581 on Jul 7, 2022, 2:23:41 PM
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" I agree. Melee has always been an uphill build fight in this game since beta when totems and wanders were all over the place. Like I mentioned at first melee requires at least one of three advantages simply for being melee as basic design. High Damage, High Survival or more CC Potential. The last is obviously out given boss designs. So I went with a damage advantage. It seemed most logical since Melee have to engage and disengage more often than range. When you get that opening you blender the hell out of things. Some issues are global like Fortify and new AM mods. These sort of things are just fundamentally flawed and require a Topic of their own. Which I'd certainly make to help bring issues to light. My goal is simply to make melee feel like it's worth the extra danger. First step: Flat-line skills. "Never trust floating women." -Officer Kirac
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I think an easy fix to start is to make melee skills scale like spell skills. Spells get like 10% or more damage per gem level, there is no reason why melee skills can't do the same. But instead, melee skills scale so poorly that it's not even worthwhile to get +skill levels for them.
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" melee has a linear increase so going from lv 25 to 26 is not as powerfull as a spell going from lv25 to 26. just a wild thought but GGG could replace the +1 to socketed melee skills mod with "socketed attack melee skills gain 20% increased Effectiveness of Added Damage" so a melee skill with 200% Effectiveness of Added Damage will gain a +40% increase. self found league fan
http://www.pathofexile.com/forum/view-thread/324242/page/1 |
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I appreciate this thread being made.
For melee, I believe that we should observe from what was 'successful' so far from our current melee skills. Of course Cyclone comes to mind as being the easiest melee skill because it is the least punishable (channelling + moving). This means that the other stationary melee skills like 'Double Strike' are not desirable due to being punished. Excluding all the possible factors, melee at its fundamental level should have something unique + effectiveness to it that ranged and spells cannot replicate. I'm not the most qualified person to give suggestions but at least I know the struggles of a melee build when it comes to choosing a main skill and pushing into T16 maps (Every league I try a new melee skill -> I end up going back to Cyclone). Blease make melee great again GGG, it would do well for my sanity! |
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Nice
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" It's a good observation. Generally Melee has less mobility, they have to LoS, engage and disengage. I have played games were melee was over compensated. I recall playing a Warrior in Rift and had access to 5 teleport / charge skills. Mixed with higher durability this allowed me to stick a target indefinitely. Wasn't fine. In PoE there are less factors. Engage/Disengage and Damage/Survival being the main ones. Mobility matters but we're mostly talking about DPS up-time in this case. In the past Cyclone could get a massive radius or CoC like crazy while also moving which made the DPS up-time very high. Stopping to hit isn't bad. Long as stopping to hit is worth it. If melee on avg only gets 50% damage up-time on a boss then naturally they should be doing roughly double damage. - Compared to ranged of course. "Never trust floating women." -Officer Kirac Last edited by Xzorn#7046 on Aug 14, 2022, 11:24:42 AM
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