Why GGG hate melee?

Genuine question. It was bad in poe1. But wow, poe2 is on another level. I don't think I ever had worse experience as a melee, than on a Colossus fight playing warrior. Everything about this fight is bad, literally every single thing.
Last bumped on Jan 11, 2025, 3:03:28 PM
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immdev#2462 wrote:
Genuine question. It was bad in poe1. But wow, poe2 is on another level. I don't think I ever had worse experience as a melee, than on a Colossus fight playing warrior. Everything about this fight is bad, literally every single thing.


Melee does not suck , warrior do .
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Ashyev#5110 wrote:
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immdev#2462 wrote:
Genuine question. It was bad in poe1. But wow, poe2 is on another level. I don't think I ever had worse experience as a melee, than on a Colossus fight playing warrior. Everything about this fight is bad, literally every single thing.


Melee does not suck , warrior do .

Monk will have the same problem, if you stop using his "melee" skills, which actually mid range.
Its not just GGG most ARPGs struggle with this. if they make the melee classes like they should be they become insanely OP and everyone complains.
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immdev#2462 wrote:
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Ashyev#5110 wrote:
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immdev#2462 wrote:
Genuine question. It was bad in poe1. But wow, poe2 is on another level. I don't think I ever had worse experience as a melee, than on a Colossus fight playing warrior. Everything about this fight is bad, literally every single thing.


Melee does not suck , warrior do .

Monk will have the same problem, if you stop using his "melee" skills, which actually mid range.


Yeah right all my skills are Close Combat such as Flicker Strike .
Warrior is bad and your build probably even worse , old news .
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Ashyev#5110 wrote:

Yeah right all my skills are Close Combat such as Flicker Strike .
Warrior is bad and your build probably even worse , old news .

Yeah, I'm sure they are, and you are totally not a herald invoker.
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immdev#2462 wrote:
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Ashyev#5110 wrote:

Yeah right all my skills are Close Combat such as Flicker Strike .
Warrior is bad and your build probably even worse , old news .

Yeah, I'm sure they are, and you are totally not a herald invoker.


Everyone but me got cool shit

Yes . GGG probably hate you .
It's more like they do not know how to balance it. From a logical pov, ranged (magic included) will always be superior, and for obvious reasons.

To balance that with melee you'd need to give them certain buffs to compensate; here comes the problem: this being POE and the insane amount of options you can make, those buffs can also be used by the ranged classes, making them even more strong; widening the gap even more.

So, to play it safe, they prefer to keep melee under powered, because ranged is already OP. And if they nerf ranged to close the gap, people cry like toddlers.
I see no solution yet.
Last edited by lupasvasile#5385 on Jan 10, 2025, 2:28:30 PM
I'm not exactly sure, but in many situations, physical resist Invoker aside, what happens is that melee characters are not as tanky as they should given the fact that they're always pretty close to very dangerous stuff (slam attacks when surrounded, exploding corpse, AoE spells casted right on top of where you need to be to keep damaging the caster, etc.). It could be different come endgame, and as such, I could be totally wrong as I don't have a warrior past lvl 50.

There are some options that would be available to GGG to make melee attacks using characters sturdier, but it would also affect those who do not have that issue, buffing, for example, an otherwise well performing Ascendancy like the Invoker.

They need to introduce some kind of flat all damage reduction (or especially slam/AoE damage) that is removed when you use a damaging skill without the melee tag to prevent spellcasters from simply using a melee skill every 4-5 seconds to keep the effect on. Maybe modulate the overall effect so the damage reduction is higher the more armour you have, then to a lower extent the more evasion you have. This would benefit armour and evasion doning classes who are otherwise relatively squishy against corpse explosions and boss slams.

Here again, a suggestion like this could make the Invoker even better against physical attacks, so it might not be a good solution unless they tune down the physical damage reduction Ascendancy passive.

It also wouldn't help characters who use midrange skills that aren't melee skills.

Or they could simply make armour scale better against bigger hits.
Last edited by pyrocyborg#0256 on Jan 10, 2025, 2:52:18 PM
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I'm not exactly sure, but in many situations, Invoker aside, what happens is that melee characters are not as tanky as they should


> Make Daze/Stun a physical counterpart of what Chill/Frozen do
> Make all physical attacks produce Daze Buildup
> Make melee attacks produce even more Daze Buildup
> Make armor grant Daze Resistance
> Make armor more capable of tanking heavy hits

And then you got that Warrior who would actually crowd control & tank better .

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