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Incline Path of Exile II - early access begins December 6th

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Furry Weeaboo Nazi Nihilist
Joined
Feb 24, 2007
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15,843
You don't. At least not in the most recent vids that have been posted.

That's on killing a mob as far as I can make out.

The bone wall from what I can tell. That's got to be a deliberate choice. But sure, assuming a boss doesn't summon anything to kill, you'll only be left with... a ton of life leech. Same problem. I've ranted about this before and consider it a fundamental problem with the genre since it's inception. If you let the player heal to full quickly and safely whenever they want, the only way to threaten them is killing them before they can react, which is super lame.
 

Kjaska

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It was the mob.

He got 2 uses back on his 3 flask setup over the course of the entire fight while putting a lot of effort into dodging the abilities = boss fight trivialized I guess.

I hope that melee will be actually melee instead of STR spells.
"Actual Melee™" will exist, but instead of enjoying it you'll be non-stop bitching about everybody else using the good skills instead. Just like it already does in PoE1.
 

Israfael

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I really don't get the 'melee bad' complaints, like most of the popular builds (and even not so popular like FBoK that I play) are melee RN, melees get free all damage reduction in form of fortify (which decreases damage taken from all the most dangerous abilities in the game like shaper balls / sirus beam etc), they scale well with charges and some ascendancies even have built in brotherhood badge-like perks, you get infinite HP regen thanks to leech and so on and so forth. Compare that to any spell dot class which has no life leech, no LoH-like things, no regen, no innate damage reduction, zero crit scaling and dot cap on top of that (which is trivial to reach in trade and it can be even done in SSF). Bitch more about dots please instead of melee
 

Kjaska

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I really don't get the 'melee bad' complaints, like most of the popular builds (and even not so popular like FBoK that I play) are melee RN, melees get free all damage reduction in form of fortify (which decreases damage taken from all the most dangerous abilities in the game like shaper balls / sirus beam etc), they scale well with charges and some ascendancies even have built in brotherhood badge-like perks, you get infinite HP regen thanks to leech and so on and so forth. Compare that to any spell dot class which has no life leech, no LoH-like things, no regen, no innate damage reduction, zero crit scaling and dot cap on top of that (which is trivial to reach in trade and it can be even done in SSF). Bitch more about dots please instead of melee
What you're playing isn't considered "true/actual melee" by the critics. Literal Heavy Strike without splash or ancestral call is what they want.
 

ArchAngel

Arcane
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Mar 16, 2015
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I really don't get the 'melee bad' complaints, like most of the popular builds (and even not so popular like FBoK that I play) are melee RN, melees get free all damage reduction in form of fortify (which decreases damage taken from all the most dangerous abilities in the game like shaper balls / sirus beam etc), they scale well with charges and some ascendancies even have built in brotherhood badge-like perks, you get infinite HP regen thanks to leech and so on and so forth. Compare that to any spell dot class which has no life leech, no LoH-like things, no regen, no innate damage reduction, zero crit scaling and dot cap on top of that (which is trivial to reach in trade and it can be even done in SSF). Bitch more about dots please instead of melee
And still it is safer to delete enemies with ranged skills before they get a chance to attack because all those defenses require you to hit enemies in melee range first but that is usually after they already attacked.
 

lukaszek

the determinator
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I really don't get the 'melee bad' complaints, like most of the popular builds (and even not so popular like FBoK that I play) are melee RN, melees get free all damage reduction in form of fortify (which decreases damage taken from all the most dangerous abilities in the game like shaper balls / sirus beam etc), they scale well with charges and some ascendancies even have built in brotherhood badge-like perks, you get infinite HP regen thanks to leech and so on and so forth. Compare that to any spell dot class which has no life leech, no LoH-like things, no regen, no innate damage reduction, zero crit scaling and dot cap on top of that (which is trivial to reach in trade and it can be even done in SSF). Bitch more about dots please instead of melee
back in a day you would have 2 melee skills, one for dealing with mobs, another for bosses. Now it doesnt matter with everything being aoe spell
 

Israfael

Arcane
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Sep 21, 2012
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And still it is safer to delete enemies with ranged skills before they get a chance to attack because all those defenses require you to hit enemies in melee range first but that is usually after they already attacked.
Have you actually played the game? There are literally dozens of items (like new Svalinn, Aegis Aurora, shield from Uul-Netol, blood notch & red nightmare jewels) that rely on you getting hit and which provide near infinite sustain and defence if set up properly. If your melee char can't take the hit, something is really wrong with your build then.
 

ArchAngel

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And still it is safer to delete enemies with ranged skills before they get a chance to attack because all those defenses require you to hit enemies in melee range first but that is usually after they already attacked.
Have you actually played the game? There are literally dozens of items (like new Svalinn, Aegis Aurora, shield from Uul-Netol, blood notch & red nightmare jewels) that rely on you getting hit and which provide near infinite sustain and defence if set up properly. If your melee char can't take the hit, something is really wrong with your build then.
Yes, it is a two handed slam build.
 

Kjaska

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And still it is safer to delete enemies with ranged skills before they get a chance to attack because all those defenses require you to hit enemies in melee range first but that is usually after they already attacked.
Have you actually played the game? There are literally dozens of items (like new Svalinn, Aegis Aurora, shield from Uul-Netol, blood notch & red nightmare jewels) that rely on you getting hit and which provide near infinite sustain and defence if set up properly. If your melee char can't take the hit, something is really wrong with your build then.
TardAngel pretty bad at the game, but insists on making sweeping generalized statements about it, like he has seen god or something. Dude probably never killed an Uber on SC or even gotten 4 Watchstones. Many such cases on the 'Dex.
 

ArchAngel

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And still it is safer to delete enemies with ranged skills before they get a chance to attack because all those defenses require you to hit enemies in melee range first but that is usually after they already attacked.
Have you actually played the game? There are literally dozens of items (like new Svalinn, Aegis Aurora, shield from Uul-Netol, blood notch & red nightmare jewels) that rely on you getting hit and which provide near infinite sustain and defence if set up properly. If your melee char can't take the hit, something is really wrong with your build then.
TardAngel pretty bad at the game, but insists on making sweeping generalized statements about it, like he has seen god or something. Dude probably never killed an Uber on SC or even gotten 4 Watchstones. Many such cases on the 'Dex.
Last big bosses I killed were Shaper and Elder in version of the game before uber versions existed. After that game started turning to shit and unlike you no lifers I never bothered to do enough farming to go vs new bosses. I think I also tried Sirious twice with a slam melee Chieftain when slams were first buffed (I think that was Legion) but cba to learn its mechanics.
Also I almost never play meta skills, never do no-life trading play (actually do very little trading at all, I mostly get a 6L armor at some point and maybe if I need a rare unique for a build) and quit when game gets boring due to not feeling like I am progressing fast enough compared to time spent playing it (usually around lower red maps).

My opinions and experiences pretty well represent about 99.5% of playerbase (those that are not no lifers or whales that have buyer's remorse).
 
Last edited:

Jaedar

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Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
I really don't get the 'melee bad' complaints, like most of the popular builds (and even not so popular like FBoK that I play) are melee RN, melees get free all damage reduction in form of fortify (which decreases damage taken from all the most dangerous abilities in the game like shaper balls / sirus beam etc), they scale well with charges and some ascendancies even have built in brotherhood badge-like perks, you get infinite HP regen thanks to leech and so on and so forth. Compare that to any spell dot class which has no life leech, no LoH-like things, no regen, no innate damage reduction, zero crit scaling and dot cap on top of that (which is trivial to reach in trade and it can be even done in SSF). Bitch more about dots please instead of melee
What the fuck is a dot cap?
And still it is safer to delete enemies with ranged skills before they get a chance to attack because all those defenses require you to hit enemies in melee range first but that is usually after they already attacked.
Have you actually played the game? There are literally dozens of items (like new Svalinn, Aegis Aurora, shield from Uul-Netol, blood notch & red nightmare jewels) that rely on you getting hit and which provide near infinite sustain and defence if set up properly. If your melee char can't take the hit, something is really wrong with your build then.
TardAngel pretty bad at the game, but insists on making sweeping generalized statements about it, like he has seen god or something. Dude probably never killed an Uber on SC or even gotten 4 Watchstones. Many such cases on the 'Dex.
Ah, the good old "you didn't play the game for 100+ hours, therefore you can't criticize".

Do you actually disagree "true melee" (ie namelock skills with same range as basic attack, and no notable aoe) is the worst build type in poe?
 

ArchAngel

Arcane
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Messages
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I really don't get the 'melee bad' complaints, like most of the popular builds (and even not so popular like FBoK that I play) are melee RN, melees get free all damage reduction in form of fortify (which decreases damage taken from all the most dangerous abilities in the game like shaper balls / sirus beam etc), they scale well with charges and some ascendancies even have built in brotherhood badge-like perks, you get infinite HP regen thanks to leech and so on and so forth. Compare that to any spell dot class which has no life leech, no LoH-like things, no regen, no innate damage reduction, zero crit scaling and dot cap on top of that (which is trivial to reach in trade and it can be even done in SSF). Bitch more about dots please instead of melee
What the fuck is a dot cap?
And still it is safer to delete enemies with ranged skills before they get a chance to attack because all those defenses require you to hit enemies in melee range first but that is usually after they already attacked.
Have you actually played the game? There are literally dozens of items (like new Svalinn, Aegis Aurora, shield from Uul-Netol, blood notch & red nightmare jewels) that rely on you getting hit and which provide near infinite sustain and defence if set up properly. If your melee char can't take the hit, something is really wrong with your build then.
TardAngel pretty bad at the game, but insists on making sweeping generalized statements about it, like he has seen god or something. Dude probably never killed an Uber on SC or even gotten 4 Watchstones. Many such cases on the 'Dex.
Ah, the good old "you didn't play the game for 100+ hours, therefore you can't criticize".

Do you actually disagree "true melee" (ie namelock skills with same range as basic attack, and no notable aoe) is the worst build type in poe?
It is worse, I am pretty sure I got 500 to 1000h by now in PoE1 and I am 100% sure I started playing years before these no-lifers. Just because they like the later crappy version of the game more than me they think they know everything. They probably didn't even play the good version.

Atm I am playing D2 with mods and it is way more fun than modern version of PoE1 (or other crappy modern arpgs like D4)
 

Kjaska

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Ah, the good old "you didn't play the game for 100+ hours, therefore you can't criticize".

Do you actually disagree "true melee" (ie namelock skills with same range as basic attack, and no notable aoe) is the worst build type in poe?
You can criticize whatever you want, but if you're stepping out of your lane in such an obvious manner, then you get the ridicule you deserve. PoE1 has a lot of build variety and depth, but also lot of different content for builds to perform in. If you're going to make generalized statements about builds, I expect you to have a lot of experience.

"True Melee™" isn't a build, it's a mental illness. If after multiple hours with PoE and after seeing all the Skill & Support Gems on offer, you reject all of it and stick with auto-attacking each and every monster individually, you have a brain tumor. Something lodged in your cranium, preventing you from connecting the dots.

Like what is the best case scenario here? You just walk up to a bunch of monsters, without dying, you click on them one-by-one, without dying and move on to repeat the same thing 40 times? Or do you want only 3 monsters on screen at any given time and having to kite the other two while you deal with one? Just play Dork Souls Eldan Rang, honestly. That game is all about auto-attacking and low volume engagements.

Here is a nigga who almost exclusively plays melee builds every league talking about PoE1:



If you think he's wrong with all of his experience and skill and instead you're right, I wanna see some accomplishments. If you're just a bad player, then I'll laugh at you and so should everybody else.
 

Gerrard

Arcane
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Nov 5, 2007
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:what:

You know, when you have to limit your game to "only" allow 35.8 MILLION damage per second... it's time to re-evaluate the math and mechanics underlying your fucking game system.
When enemies can have hundreds of millions, or even tens of billions, of effective HP from various multipliers, 35 Million DPS isn't much.
 

mediocrepoet

Philosoraptor in Residence
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Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
:what:

You know, when you have to limit your game to "only" allow 35.8 MILLION damage per second... it's time to re-evaluate the math and mechanics underlying your fucking game system.
When enemies can have hundreds of millions of effective HP from various multipliers, 35 Million DPS isn't much.
Yes. That's exactly the point. You understand this shit is all relative and framing it differently can include offsets to avoid such retarded inflation right?

Here you go: :retarded:
 

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