Why Hate Train on Melee Strike Range?
While back the innate scaling of up to +2 was removed from skills with more passives added to the tree. I didn't care cuz melee was dead to me. This league I saw mostly improvements to Slam skills and for good reason. There's 8 non-conditional Strike Range nodes total.
Across the entire southern tree you get a total of +1.4 which no one would build for. The last true melee I played was a Double Strike Zerker in Heist. It was pretty fun. I tried a strike skill this league and it was ridiculous due to humping an enemy's leg for DPS. I get the idea of making melee actually melee but you're not going to get it with slam skills that cover 2/3 the screen or semi-melee skills like Steel and Flicker. So I just don't get it. "Never trust floating women." -Officer Kirac Last bumped on Sep 27, 2024, 9:15:05 PM
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Idk take the splash node and extra strike and you cover plenty of the screen.
Did this with heavy strike just fine. Mash the clean
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" One node despite many parts of the tree able to melee? Pre-Expedition we ran Melee Splash Support and it was fine but we also had the extra Reach. There is a notable difference in feel between the previous +2-3 compared to now. It just seems like one of those "...But why?" changes. "Never trust floating women." -Officer Kirac
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I gave you an option. Doesnt mean its the only one.
You dont get the clear of a slam skill, but the higher single target damage of a single target strike skill. That should not, and is not how that works. Theres a trade off. If you are holding onto something that happened in pre-expedition then idk, weird to not move on and try something different since then. Melee splash and additional strikes nearby has many ways of attaining it outside of a node on the tree. Mash the clean
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