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
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
"
Mashgesture wrote:
Idk take the splash node and extra strike and you cover plenty of the screen.

Did this with heavy strike just fine.


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
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

Report Forum Post

Report Account:

Report Type

Additional Info