Melee issues: River Hags and more
" Or you can play literally any other class and blow them away from orbit. |
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" Ok. This is an ARPG. When you encounter something that's being a problem you're supposed to find a solution. - Try changing your supports If I didn't have my 25% faster attack support on my Perfect Strike it would have been a lot harder to take those hags down. - As melee, prioritize you weapon - Invest a bit into attack speed You NEED a good weapon as melee. Resists are good too, but you need a new weapon at LEAST every new act you enter. Buy them, gamble them, use orbs on a white base, put sockets in them... get a good weapon - DON'T start a Slam, Charge or any slow attack if a water orb is very close to you, draw the orbs to the opposite direction and then close in on one hag with Leap Slam or Shield charge. If there are too many other monsters around the hags and there are too many hags, kite these monsters and kill them first, leave the hags to kill later, they aren't going anywhere. - Use a Anti-Slow charm. I'm 99% sure these work against them - By act 3 you should at least have a 10% movement speed boots which also help - Don't be afraid of the rings of water, they aren't really dangerous and you can kill mobs near them Use the tools the game gives you to deal with the problem. But what happens is that ARPG players get mad when they can't just run up to the enemies and kill them in a linear manner. I'm not saying you are doing this, but most players don't want to think on how to solve problems, instead they come to the forums and cry when they encounter the slightest barrier. Again, people may find them really annouying as melee, but asking for them to be taken out of the game or remove their abilities is exaggerating. If GGG would listen to this kind of feedbacks we would literally end up with an automated game where the avatar kills the mobs without any input(I've seen someone suggest this here on the forums) Last edited by Gordyne#2944 on Jan 2, 2025, 10:25:26 AM
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" Thit is a problem of ranged playstyle not having a water hag "equivalent". And a problem that the monster AI don't use different attacks and tactics against Melee/Ranged players. The solution to this problem is not to "remove water hags" they are only a hindrance to lazy players. They give you plenty of time to react/counterplay The solution is designing enemies that actually pose a threat to ranged as well. Last edited by Gordyne#2944 on Jan 2, 2025, 10:29:45 AM
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" It's correct. And in a lot of different situation that melee suffered(like slow aura with too many auto damaging spells), "don't use slam skill" is the damn right answer, because slam sucks. The best solution is, delete all your bad slams and only use default attack, hammer of the gods for rares and bosses, boneshatter if your splash mace isn't good enough, perfect strike if you hate cooldown of HoG. EQ and earthshatter is "slightly" playable but not worth it when you can just buy a mid splash mace and clear 80-90% of the content with default attack. The slam skills need to be redesigned imo. Last edited by jojo1225#3785 on Jan 2, 2025, 11:13:54 AM
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" Slams might need a buff, yeah... But if you can't kill a group of 1 Rare hag + 4 minion hags with slams that's a "you" problem. Yes you might need to wait a little to find and opening at first but once you empower your slam with a warcry you kill or nearly kill one of the hags with 1 attack. Which is what the slam playstyle is about. Once you down 1 or 2 hags your job gets a lot easier. That is if you managed to get a good weapon ofc. Some players want their weapon they found in the beginning of Act 2 to mow things in the middle of act 3... A more valid complaint would be the types of rare mods that a rare hag can spawn with. Some of them could synnergize too much and become problematic, but that doesn't seem to be the complaint |
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well written! Especially part on hags
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Died yesterday to this exact thing on act 3 hardcore. Lvl 32 with over 70% all res 1k hp and almost 2k armour with juiced out life regeneration, I could stand in the middle of a pack and not lose any health because I was so much stronger than I was supposed to be at that point. I spent so much time and resources preparing and being safe then get insta killed by a stupid instant death mechanic that I didn't see that bypasses all the time and resources put in to tank my build to the max.
I thought it was the ring that killed my but I also seen an orb after I was dead so that must have been it. In my experience so far warrior is by far the most enjoyable character to an extent. The only thing I have experience so far that make warrior pointless to have in the game are the trials and water hag. |
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" another person that thinks this mechanic is trash, hopefully GGG does something soon |
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Went from aoe caster to melee to see how it felt, and yeah.
It's not even like you're missing from accuracy rolls, but because the game NEEDS you to reclick; as far as it's concerned, until you do, it thinks you want to stand in place swinging into the air, or you're 1px too close to geometry that the game just eats everything. Also, getting to Drowned City in Act 3 really reinforced that some areas are better off just sped through with minimal fighting. It's hilariously backwards that white mobs are more of a nuisance than the bosses after that you kill in 2 seconds. Game also feels a lot better speeding through as many levels under as you can manage without being forced to level up... GGG: "We made the best game... if you just skip most of it." |
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Well said. After playing Monk, I'll also add my grievance of always missing my bell even though I'm clicking it. It's aggravating. They really want you to reposition, so you do and while you do the timer on the bell ticks down and you're losing HP and STILL not hitting the bell and oops- it's gone and you're almost dead. Super unfun.
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