Didn't the GD devs decide to go off and make some weird non-ARPG?GD2 will fix this, probably will be released with Underrail infusionFor full edition. 70 for standard. I think I'll just get Grim Dawn DLCs and reinstall that if I get an itch to play something like this again.Wait, Blizzturd wants 100 bucks for this trite shite?
If only GD devs spent some time on combat feel it would be top tier arpg.
Didn't the GD devs decide to go off and make some weird non-ARPG?
Right so surely GD2 is quite a ways offDidn't the GD devs decide to go off and make some weird non-ARPG?
Yeah they are making a city builder, it's on EA on Steam right now.
I'm surprised no one has posted this yet. Krip was one of the best D3 players, being the world first person to beat some boss on some difficulty level in D3 (IDFK I was twelve when the game came out). He has also played a ton of PoE.
He gave the game a 6/10 as it is now.
Then again, as others have pointed out, this type of games has been shit for melee builds for years.
Then again, as others have pointed out, this type of games has been shit for melee builds for years.
Blizz sort of had the right idea in D3 by just giving all the melee classes a passive 30% damage reduction from the get-go.
Ranged classes still had better survivability even without the passive bonus, though in the case of D3 it ceased to be that relevant after they nerfed the difficulty.
Melee is pretty viable in Last Epoch right now, though the endgame is still too easy and hasn't had a proper balancing pass, so whether that remains true...
Oh right, Last Epoch. Haven't tried that in ages, thanks for reminding me it exists.Then again, as others have pointed out, this type of games has been shit for melee builds for years.
Blizz sort of had the right idea in D3 by just giving all the melee classes a passive 30% damage reduction from the get-go.
Ranged classes still had better survivability even without the passive bonus, though in the case of D3 it ceased to be that relevant after they nerfed the difficulty.
Melee is pretty viable in Last Epoch right now, though the endgame is still too easy and hasn't had a proper balancing pass, so whether that remains true...
I did a full playthrough of all Diablo games last year including endgame, all characters hardcore. It is honestly impossible to die in D3. The autoprotection passives that stops lethal blows are so powerful.
The 30% DR is actually one of the ways to do that. Another would be to reward aggressive play with Heal on Hit, or Heal Orb Proc on Hit, though the latter immediately kills the point of melee.
The only way to ameliorate the worthlessness of melee characters compared to ranged characters is to turn melee characters into low-range casters. But then why play melee instead of ranged? Might as well delete melee as a concept from ARPGs.
Path of exile is a whole different beast. That game is so badly balanced that it is not even enough to be ranged. Best builds are those where you do not even attack yourself unless you can kill stuff off screen. You use summons, totems or throw traps/mines that attack for you. Game has that whole meme of people wanting to play "self cast"..I did a full playthrough of all Diablo games last year including endgame, all characters hardcore. It is honestly impossible to die in D3. The autoprotection passives that stops lethal blows are so powerful.
Yeah, I was thinking more of the original difficulty days. As you say it's irrelevant post-reaper expansion.
The 30% DR is actually one of the ways to do that. Another would be to reward aggressive play with Heal on Hit, or Heal Orb Proc on Hit, though the latter immediately kills the point of melee.
I agree, melee should always get some survivability perks. It always amazes me when ARPG devs don't give the playstyle that involves dangerously wading into hordes of enemies any extra tools for supporting the playstyle.
The only way to ameliorate the worthlessness of melee characters compared to ranged characters is to turn melee characters into low-range casters. But then why play melee instead of ranged? Might as well delete melee as a concept from ARPGs.
This is actually a present problem in Path of Exile. Most of the popular "melee builds" are pseudo-melee builds that involve dealing damage from as far a distance as possible to avoid being fucked by various mechanics.
Yep, my last few leages in PoE were basically "Cover the next 2 screens with a billion piercing projectiles" via either BFBB or Steel [Skills], and this on a class that's, on paper, a melee class.Path of exile is a whole different beast. That game is so badly balanced that it is not even enough to be ranged. Best builds are those where you do not even attack yourself unless you can kill stuff off screen. You use summons, totems or throw traps/mines that attack for you. Game has that whole meme of people wanting to play "self cast"..I did a full playthrough of all Diablo games last year including endgame, all characters hardcore. It is honestly impossible to die in D3. The autoprotection passives that stops lethal blows are so powerful.
Yeah, I was thinking more of the original difficulty days. As you say it's irrelevant post-reaper expansion.
The 30% DR is actually one of the ways to do that. Another would be to reward aggressive play with Heal on Hit, or Heal Orb Proc on Hit, though the latter immediately kills the point of melee.
I agree, melee should always get some survivability perks. It always amazes me when ARPG devs don't give the playstyle that involves dangerously wading into hordes of enemies any extra tools for supporting the playstyle.
The only way to ameliorate the worthlessness of melee characters compared to ranged characters is to turn melee characters into low-range casters. But then why play melee instead of ranged? Might as well delete melee as a concept from ARPGs.
This is actually a present problem in Path of Exile. Most of the popular "melee builds" are pseudo-melee builds that involve dealing damage from as far a distance as possible to avoid being fucked by various mechanics.
My last build was Champion that throws down bow totems that fire explosive arrows that ignite. You just spam a few totems and run around like a headless chicken hoping you survive. And you stop for 0.5s just to resummon totems that died.
Oh right, Last Epoch. Haven't tried that in ages, thanks for reminding me it exists.Then again, as others have pointed out, this type of games has been shit for melee builds for years.
Blizz sort of had the right idea in D3 by just giving all the melee classes a passive 30% damage reduction from the get-go.
Ranged classes still had better survivability even without the passive bonus, though in the case of D3 it ceased to be that relevant after they nerfed the difficulty.
Melee is pretty viable in Last Epoch right now, though the endgame is still too easy and hasn't had a proper balancing pass, so whether that remains true...
This is actually a present problem in Path of Exile. Most of the popular "melee builds" are pseudo-melee builds that involve dealing damage from as far a distance as possible to avoid being fucked by various mechanics.
cleave duelist!This is actually a present problem in Path of Exile. Most of the popular "melee builds" are pseudo-melee builds that involve dealing damage from as far a distance as possible to avoid being fucked by various mechanics.
This is actually a present problem in Path of Exile. Most of the popular "melee builds" are pseudo-melee builds that involve dealing damage from as far a distance as possible to avoid being fucked by various mechanics.
I play almost exclusively Righteous Fire these days and I'm probably never or very rarely play another skill going forward, and builds like it feels like the closest you're gonna get to a melee experience.
Honestly I'm kind of okay with it; I feel like an aRPG would save itself a lot of unnecessary headaches if they made it clear from aesthetics that the games was about different types of mages or other categories of classes that didn't involve name-locking guys with sorts. That's never been the most fun part of any class in any aRPG anyway (or very rarely, at least).
cleave duelist!This is actually a present problem in Path of Exile. Most of the popular "melee builds" are pseudo-melee builds that involve dealing damage from as far a distance as possible to avoid being fucked by various mechanics.
One of the biggest problems with melee is that there are many more enemy abilities you need to be wary of compared to when you're playing ranged. Both from a balance perspective and world-building perspective, it would be better if enemies had more abilities against ranged characters like they do with melee characters.
Melee builds are enjoyable if you have high TWhy even take on the design headache to begin with though? It's not like there's a rule saying that aRPGs must involve name-locking enemies with swords