why Path of Exile hates Melee class

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  • @klaskent
    @klaskent12 күн бұрын

    The issue with melee starts with placing totems to double your damage, as a non-totem build.

  • @pressfto

    @pressfto

    12 күн бұрын

    True, three ancestrals give you damage from the totems and then increased attack speed which can be buffed further by the skill tree. Yeah, it's only really for bosses, but almost every melee build is forced to spec into some form of hybridization. I'm sure it's clunky for new players!

  • @daardarkness4230

    @daardarkness4230

    12 күн бұрын

    ​@@pressfto only for bosses doesn't really apply anymore when rares can get triple tormented on an essence mob during an unskipable mob buff league. Melle feels like shit at most parts of the game.

  • @esvbanARPGs

    @esvbanARPGs

    12 күн бұрын

    they tried to promote melee ignite and it didn't need totems, but then they removed the best jewel it had. Divine inferno...

  • @xcy7240

    @xcy7240

    12 күн бұрын

    @@daardarkness4230crazy how ur crying about the mob buffs which are so minimal and doesn’t really change much except a few but loved affliction which could triple buff

  • @daardarkness4230

    @daardarkness4230

    12 күн бұрын

    @xcy7240 I hated affliction, so I'm not sure why you assumed I loved it. My point was that everything stacking makes melle even worse and that this mechanic is unskippable.

  • @varakai4933
    @varakai493312 күн бұрын

    As an almost exclusive melee player for like 8k hours, yes, they do in fact hate melee.

  • @WH4TSHISN4ME

    @WH4TSHISN4ME

    12 күн бұрын

    my fav way to level is molten strike with faster attacks, greater multi projects, retunrning project with dual brightbeak if i can manage it

  • @jprec5174

    @jprec5174

    12 күн бұрын

    Yup its why i dont play poe anymore

  • @TheOne23_

    @TheOne23_

    12 күн бұрын

    What draws you to melee?

  • @jprec5174

    @jprec5174

    12 күн бұрын

    @@TheOne23_ ranged is boring unless its a fps

  • @EnderElohim

    @EnderElohim

    12 күн бұрын

    @@TheOne23_ weapon range XD

  • @belof449
    @belof44912 күн бұрын

    the melee vs range distance bit is not really true, as ranged can choose whether they want to hug the boss or not, melee do not have that luxury, and if there's any sort of ground covering mechanic that limits the arena AND the boss likes to sit in it? rip melee

  • @oneof13forestpeople97

    @oneof13forestpeople97

    12 күн бұрын

    Plus time to react because of that distance. Jon does not play this game as a melee character, and has zero idea what he’s actually talking about here aside from the dev pov. We dont need new animations we need the numbers tweaked just a bit damnit

  • @shadowbane92

    @shadowbane92

    12 күн бұрын

    That's the exact point Jonathon is making. He's not talking about melee vs ranged characters, he's talking about being in melee range or being further away from the boss. Part of the advantage of a ranged character in PoE is that there's usually no penalty for a ranged character to move into melee range for whatever reason (apart from them often being squishier, but that's a build choice, not something inherent to ranged), but if a melee character moves into range, they stop doing meaningful damage.

  • @NoName-mi8js

    @NoName-mi8js

    12 күн бұрын

    @@oneof13forestpeople97 Lol, Jonathan played a ton of melee. And "zero idea aside from dev pov"? That's like saying I have no physics knowledge except as a NASA engineer and a physics PhD. No, numbers tweaked a bit won't fix it. What a joke.

  • @bobbobb5759

    @bobbobb5759

    12 күн бұрын

    @@NoName-mi8js Well his explanation is whack. HEs going off about animations for new skills? As if there's not plenty of literally dead mele skills that could be tweaked with numbers to be made viable. for 1, adding flat damage and removing horrific atk speed penalities as a start.

  • @oneof13forestpeople97

    @oneof13forestpeople97

    12 күн бұрын

    @@NoName-mi8js a ton of melee you say…

  • @TheBackwardsLegsMan
    @TheBackwardsLegsMan12 күн бұрын

    His statement about melee being safer hugging the boss is just straight up wrong in Path of Exile 1. In the hypothetical world where every boss uses a large number of arc attacks sure, but that's not what we see. In practice, just about every boss or rare mob in the game can have some ground degen or harmful aura that makes standing too close a death sentence. I can't tell you how many times I've died on melee characters because I hit the boss too many times and 30 lightning clones or orbs or cold stacked me out in half a second. Then you have to worry about projectile shotgun, on death effects, etc. On top of all that, it's not like ranged characters can't also hug the boss when it's convenient. For that to be relevant it would have to somehow be safer to stand near the boss as a melee character than a ranged character. In theory melee characters should have better mitigation and recovery, but again, that isn't how the game works in practice. At the absolute top end you have your immortal Transcendence builds and armor stackers sure, but for 99.9% of the player base, you're just as dead to a Pinnacle/Uber boss hit on lightning arrow as you are on a slam build.

  • @Pekopekope

    @Pekopekope

    12 күн бұрын

    WOW used parry chance to add a layer of mitigation. So you get dodge, armor, parry, block and resists. Skills associated with these things to boost them. In POE for the AVERAGE player they get 2.5k life and mediocre defenses then die over and over again to act10 kitava because of his 1h1k slams, aoe bleed shit and when his heart pops out you have all the adds that deal huge damage too. Kitava act10 might be intentionally really hard to make you realise your build sucks or you need better gear but saying he is melee friendly is just a pile of shit, bosses in POE have no consistency in difficulty.

  • @mandowarrior123

    @mandowarrior123

    12 күн бұрын

    There is that one reverse aura that killed me until I realised inside = safe.

  • @itsallinthepast2944

    @itsallinthepast2944

    10 күн бұрын

    ​@@Pekopekopethen what you saying is its only legit melee build if you can scale dmg with your defense? Then they should just remove all other melee skill gem that cant take advantage of this since they are bad anyway

  • @Wyzai

    @Wyzai

    10 күн бұрын

    @@Pekopekope Haven't played as much retail, but in classic there is also a health difference independent of gear. In WoWC starting as a warrior is the same as starting as a marauder in POE1 - you get health every level and easily end up with twice the health of a caster with 0 investment. Same applies to paladins and druids who shapeshift into bear. I assume shaman also has more health than other classes. Add to that the 5% parry mitigation and you're already a lot more defensive than ranged classes. EDIT: You also gain armor. There is no caster equivalent, like ES or Evasion in POE. You also have the advantage of physical damage being easy to scale compared to spells. What's the equivalent in POE? Maybe you have more strength, but the difference isn't very big. You don't have an easier time scaling your damage - quite the opposite, since spells scale from levels. You have Fortification, but that requires investment to unlock, and it doesn't work well with every melee build.

  • @fierypandaofdoom
    @fierypandaofdoom12 күн бұрын

    "Closer is safe". My guy, how many shotgun mechanics are you including in poe2, just wondering?

  • @leamael00

    @leamael00

    12 күн бұрын

    In POE2, mobs don't shotgun. They bazooka.

  • @Yesterday3896

    @Yesterday3896

    7 күн бұрын

    Chris Wilson / Jonathan Rogers / Erik Olofsson as of 2024.03.25 at 10:37 have ZERO shares in GGG. 5 seconds later they transferred all the stocks to Sixjoy a mobile gotcha game company. Look for "New Zealand Companies Office" and see the information yourself straight from the New Zealand governing body over companies. All docs are available.

  • @insentia8424

    @insentia8424

    Күн бұрын

    Not to mention, that means all bosses have to have a roughly same-ish split of damage areas, causing another potential issue in the bosses feeling samey. The ranged can go close without issues if the boss has more cone attacks, the melee however has to lose uptime when the opposite is the case. Thus if you mess up the ratio, Ranged has the edge. Ranged can choose the distance that is safest. Melee don't really have a choice there.

  • @LugswoPoE
    @LugswoPoE12 күн бұрын

    i genuinely appreciate a dev talking about this, but cannot for the life of me understand the reasoning. Jonathan is only really talking about melee vs. ranged in a bossing environment, which already immediately loses a lot of credibility, as mapping as ranged is almost always vastly faster, safer, and easier on a ranged character. playing a bow character and offscreening half the dangerous mobs in a map will ALWAYS be safer than running into a pack of crit multi monsters, even with insane defences like endurance charages and fortify. he is also claiming that being in melee distance of a boss is sometimes better, which may be true, but things like exarch's ground degen stop you from even BEING there. on top of that, he doesn't talk about effective DPS. when exarch does the incinerate attack, ranged characters can dash away, then blast him for dps, while melee just has to run. ranged characters can go into melee range to be safe and continue damaging, while melee characters CAN'T go to a ranged distance and continue doing damage. no matter what the situation for being "safe" is, ranged will almost always have the advantage for damage up time due to the fact that they can do damage from any range, while melee literally can't he also doesn't address any way to actually FIX the issues in PoE1, which saddens me as a melee enjoyer. if the future of PoE1 melee just to be shit forever? if that's truly the case, then the least they could do is indeed just remove totems and let us put them on our back. in their mind it's a "shitty solution", but it makes melee a much less frustrating experience and the change isn't going to make it worse in any way...

  • @rectifier7578

    @rectifier7578

    10 күн бұрын

    People were having fun playing Cleave of Rage, which literally does half the damage of Dual Strike of Ambidexterity in a proper set up. They nerfed it after 1 league 🤡

  • @TheTrueBlazer

    @TheTrueBlazer

    10 күн бұрын

    Exactly your last point that I also noticed, they don't really have any solution for melee, so as a melee enjoyer myself I guess we have nothing to hope for in the future...

  • @roccoheat8662

    @roccoheat8662

    9 күн бұрын

    John is not in charge of poe1 and has not been for some time. Mark/Neon is, and has statements on melee already. Its been stated his goal for next league is some melee fix's.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    @@rectifier7578 Yeah I think the takeaway from that is they WANT melee to be painful. That's the point of it to them. To be a "hardcore" difficulty toggle. That's why they strongly nerf any "melee" tagged skill that has lots of aoe and effectively functions as quasi-ranged (see blade flurry, mentioned cleave, etc).

  • @NotYourBusiness-bp2qn
    @NotYourBusiness-bp2qn12 күн бұрын

    Distance to the target doesn't matter? Really? Does this person know about a mechanic called shotgunning? Also degen zones and a million other reasons why having to stand close to a boss is way, way more dangerous than dancing around at medium to long range. What I understand from this is melee will be just as fucked in POE 2 as it is now.

  • @Yesterday3896

    @Yesterday3896

    7 күн бұрын

    Chris Wilson / Jonathan Rogers / Erik Olofsson as of 2024.03.25 at 10:37 have ZERO shares in GGG. 5 seconds later they transferred all the stocks to Sixjoy a mobile gotcha game company. Look for "New Zealand Companies Office" and see the information yourself straight from the New Zealand governing body over companies. All docs are available.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    Yeah, it's always one of two things with GGG: either they are very stupid, or they are lying to you and they actually like the design they have for other reasons. I tend to think #2, based on their actions.

  • @NotYourBusiness-bp2qn

    @NotYourBusiness-bp2qn

    15 сағат бұрын

    @@zeriel9148 Actually I think they have no choice. They have designed themselves into a corner. Boss fights have become so complex I don't see a way to make POE melee friendly Just the simple fact that bosses move around and already ranged becomes much, much better. In all fairness they have given us a way to play melee. Just invest 15 mirrors in a transcendence armor stacker and you can just stand there and ignore everything. Oh, well then, problem solved I guess....

  • @stststefan
    @stststefan12 күн бұрын

    Don't you love building a badass slayer that can't kill a rare mob? I do it every league on hc.

  • @MichaelPohoreski

    @MichaelPohoreski

    11 күн бұрын

    Life regen on mobs should honestly just be deleted. It is NOT fun.

  • @bobbobb5759

    @bobbobb5759

    11 күн бұрын

    Your first issue is Slayer of Jugg. lol

  • @grimmjowthepantera

    @grimmjowthepantera

    10 күн бұрын

    @@bobbobb5759 jugg is for pussys.

  • @DimkaTsv

    @DimkaTsv

    Күн бұрын

    ​​@@MichaelPohoreski Frost Bomb exists iirc. And there are few more ways to kill life regen.

  • @zeriel9148

    @zeriel9148

    22 сағат бұрын

    @@MichaelPohoreski The checklist design is dumb, for sure. So if you just put in the "tech" for life regen, it stops being a thing that matters... but for everyone else it bricks them. So why have it exist at all? I think things like this are much, much better received when they are something you play around instead of just hitting a checkbox and then ignoring the mechanic. Like in a properly designed ARPG these things are time-based or specific areas on the ground you can move them out of. But no, over here life regen is just a mod that either asks you to devote a gem slot and passive to completely negating it, or tells you to give up and quit. It's binary stupidity.

  • @Casual_ND
    @Casual_ND12 күн бұрын

    Totem simply shouldn't be an "Additional power multiplier, we should take example from spell totems where usually they're the main skill, and Ancestral Bond solidifies that. Either make Ancestral totems a reservable "aura" like a banner on your back, or straight up revamp them into a standalone archtype, where they improve the behaviour of ancestral totems, to a level where they're viable as a standalone main skill, and somehow forcing them to be the main skill like Ancestral Bond.

  • @trixon2118

    @trixon2118

    11 күн бұрын

    Just add a passive keystone that makes your damage and survivability better, and makes you unable to have totems. Done, easiest way out of this without nerfing totem play

  • @prototype7696

    @prototype7696

    11 күн бұрын

    I think if the ancestral buffs only affected other ancestral totems, that would be cool. And of course buff the other skills to account for the power loss

  • @daniellastnaim1588

    @daniellastnaim1588

    11 күн бұрын

    Just give me skitterbots but it’s the ancestral totem version, “summon totemic spirits” or something

  • @Casual_ND

    @Casual_ND

    11 күн бұрын

    @@daniellastnaim1588 That's a cool idea too! Summoned ancestral spirits grant: - 20% Increased melee attack speed - Enemies near totem spirits take 20% Increased physical melee attack damage

  • @AshenVictor
    @AshenVictor12 күн бұрын

    It's felt for ages that doing anything yourself in PoE rather than getting a trap, mine, or totem to do it has been a horrible mistake because most defensive options other than "don't be hit" were either terrible or took hilariously high invesment.

  • @MrWilliGaming

    @MrWilliGaming

    12 күн бұрын

    well there always is grace - spell sup - cloak of flame for right side builds if you are just looking for cheap sc tankyness. the real problem with damage is that you need to be immune to way to many things in the game right now. you need cb immunity you NEED frozen/chill immunity and you N E E D stun immunity alongside a plethora of other various ailments. the only real solution here is to just obliterate 2 screens at a time and go cast on death - portal for your defense

  • @Theos.

    @Theos.

    12 күн бұрын

    ​@@MrWilliGaming im not sure i agree. getting 30k armor is pretty simple with determination and a bit of buff effect, or half decently rolled gear. that and 75 max res alone will get you all the way to your first 2 voidstones rather easily. freeze immunity is always easy to get now, since they added it into the pantheon and CB can easily be done on a life or mana flask. stun immunity is very much not something you need unless you are a channeling build. i think defense is in a rather good place honestly. with very little investment and full SSF gear you can get through acts and the start of endgame farming a lightning coil is very simple, and that is probably the single cheapest upgrade nearly any build can use to be more tanky. that will let you get your last 2 voidstones. there are a lot of other pretty easy defensive techs you can put together.

  • @MrWilliGaming

    @MrWilliGaming

    12 күн бұрын

    @@Theos. yeah grace/determ 75/75/75/0 5k life lightning coil - taste of hate is one of the most common defensive setups and it will definitely do you well in most t16s. however league mechanics these past 2 leagues have been brutal in maps. if you want to do league content and t17 you are gonna need more than that. also this setup doesn't really work for right side builds where you would rather opt for a more expensive fourth vow setup. here you also need 90/90/90 res since you dont have spell supp and you need a lot more regen and armor since you lack evasion rating and the shotgun protection it provides.

  • @sdebeli3422

    @sdebeli3422

    11 күн бұрын

    ​@@MrWilliGamingWA p

  • @zeriel9148

    @zeriel9148

    22 сағат бұрын

    The other thing is as soon as a defensive layer IS good enough to let you survive direct hits over and over from a high-end boss, they will nerf it or create new one-shot mechanics on monsters. GGG's idea of "balance" is to simply randomly kill you with no way of stopping it every once in a while. Which incentivizes people to create max DPS builds that kill everything off screen, because if you're gonna die to a one shot after spending 75% of your character power and passives on survivability anyway, why bother? There are some exceptions like progenesis, but I think those are an example of bad design too. You shouldn't put something in the game that staggers all damage to be 4 seconds later and then have stats that give you 100% recoup over those 4 seconds, it's just unconditional immunity to damage. It's gating a basic aspect of the gameplay behind 10 mirror builds or whatever. They badly need to reign in the top end stuff & make the average player experience less brutal, but they seem to like this design. Make random one-shots every other map how everyone normal experiences the game, then let a dozen people per league actually have survivability once they spend thousands of real life dollars worth of resources on it.

  • @nedchirgwin2803
    @nedchirgwin280312 күн бұрын

    Another issue with Melee is down time. When a boss is charging up a big AoE attack, melee has to run screaming where as ranged characters can still be doing damage throughout the animation.

  • @MrWilliGaming

    @MrWilliGaming

    12 күн бұрын

    other games have solved that in the past before. you could for example add a buff that you can charge out of combat. for example a buff that consumes your rage to grant you a lot of rage on hit for x seconds after you hit an enemy. or another buff that deals damage to you but makes it so you cant gain or loose trauma stacks for x seconds. there are honestly many ways one could expand on the melee downtime issue

  • @NeoFryBoy

    @NeoFryBoy

    12 күн бұрын

    That's why some people like two move skills on melee characters. Leap and frost

  • @MrWilliGaming

    @MrWilliGaming

    11 күн бұрын

    @@NeoFryBoy no thats not why. you take leap and frost ( or shield and frost) because you can animation cancel one into the other. you also do this on casters

  • @eldowenn

    @eldowenn

    11 күн бұрын

    ​@@MrWilliGamingyou can cast frostblink while hitting an enemy. For example, you are hitting shaper and he is casting balls, you can teleport behind him without interrupting your attack

  • @Gibby34340

    @Gibby34340

    10 күн бұрын

    That's why ranged should NEVER do more damage than melee, in ANY genre. One game that balances that VERY well is Final Fantasy XIV.

  • @silvioantonio6952
    @silvioantonio695211 күн бұрын

    The thing is, melee needs a lot to work. While a explosive arrow ballista will do tons of damage, being mobile and tank, and have the mechanical advantage of being able to dodge everything while still doing damage (minions and traps to). While melee have terrible lock in mechanical animations, do less damage, needs to be in range, fortify/endurance charge is a must, needs tons of attack speed, base damage, defense, just to feel less clunky. So yeah, they hate melee. They could add 50% more attack speed/damage to every melee (except cyclone and few other ones) and would still feel bad.

  • @upanddown1132
    @upanddown113212 күн бұрын

    This game has too many idiotic floor is lava effects for melee to be competative

  • @Oler-yx7xj
    @Oler-yx7xj12 күн бұрын

    5:56 I genuinely expected "I'm Josh, by the way"

  • @JonBoyTheMagnanimous
    @JonBoyTheMagnanimous12 күн бұрын

    The problem with melee in current POE is that the balance for different melee skills is so wildly off that only a handful are playable without insane levels of investment, Strike skills (and specifically skills like Boneshatter and Dual Strike of Ambidexterity) out perform every other variant of melee by orders of magnitude, and totems are always the best option for how to increase your damage if you are using a Strike skill If you could play Slams you would not automatically use totems because you would instead use a setup with multiple warcrys but they completely gutted slams when they took the damage multiplier off of seismic cry so you cant play slams Non-strike, non-slam melee skills like Reave or Sweep haven't been viable since like 2015 because there just isn't enough support in the game for them to do enough damage without gimping the rest of your character and in modern POE you need a certain level of tankiness to play the game even in a softcore environment In short, whilst Strike skills remain the only viable option for a melee build, the "drop a totem for double damage" playstyle will always be the best option for damage

  • @michaelwoods3141

    @michaelwoods3141

    11 күн бұрын

    Reave is pretty much always front page dps on ninja, they stack str and poison with original sin, spend 15 mirrors and almost get as much dps as a 1 mirror ice trapper.

  • @itsallinthepast2944

    @itsallinthepast2944

    10 күн бұрын

    ​@@michaelwoods3141i hate fking str stacking replica alberon saying "this melee viable because you can str stacking alberon" like every comment are like this its fcking stupid since this is all because of alberon not because of the melee skill,heck ranged can do this too but they wont since they can have better stuff other than str stacking

  • @ricken21
    @ricken2112 күн бұрын

    I don't know, he still did not convince me in that they don't hate melee. Why talk about technical limitations in making new melee skills, when we already have 40 or something melee skills, and they are all garbage, except maybe one (Boneshatter). For starters why not just double the damage of the existing melee skills, it shouldn't be that hard and probably won't take more than one day for one person: take current damage number of a skill, open windows calculator, increase currrent number times two, and here you go - yes, it still won't be meta, and would not have as much damage as meta skills, but hey at least we will be a bit closer to the balance. At least it will take us half the current time to beat a rare or boss, or maybe we will be able to afford more points on defence nodes. If it will not help much, well, just double the damage again in the subsequent patch and so on, until finally they will feel more or less balanced.

  • @daanstrik4293
    @daanstrik429312 күн бұрын

    “Range is relatively unimportant” is a statement I will strongly disagree with. I’m not a gamedesigned (obviously) but I am seeing some stuff. Nearly all melee skills that were “meta” had a way to attack enemy’s from range. Lacerate sends out a wave of sand/blood that can reach the edge of your screen. Most slam skills have a massive area of effect that allows them to hit enemies further away. Cyclone was meta for a long time when it had a large range, as soon as the range was massively nerfed the skill practically died. Nowadays its only really used to trigger other more usefull skills. Flicker strike is the only skill that comes to mind not fitting that mold. And flicker strike still has a range attached to it within which you can teleport to enemies. And I can’t remember a time flicker strike was anything more than a novelty (which is fine, I love flicker strike. But it does showcase the point i’m trying to make here). Tl;dr Range matters, I aint smart enough to know why. But here’s a bundle of examples

  • @Exodyr

    @Exodyr

    12 күн бұрын

    Its all about damage uptime. Ranged characters can achieve near 100% damage uptime while melee has to do a whole dance routine just to get 3 seconds of dps on a boss. Maven being a prime example of this

  • @jprec5174

    @jprec5174

    12 күн бұрын

    @@Exodyrwhich is why... you simply buff melee damage massively for those 3 seconds of up time. But they won't because skilled players would navigate to those builds and popularize them while the average player wouldnt be able to execute as well as a good player leading to qq.

  • @Lamren

    @Lamren

    11 күн бұрын

    There are a LOT of fights that are just designed to punish your damage uptime and prevent you from doing said damage in melee. It's no wonder that brand builds, ballista builds, mine, totems, and just spells are so popular. I'm currently playing RF for the first time and Sirius last phase has been an immense pain because I can damage him in such small windows on top of my low dps, and Maven's last phase was even worse. Everytime you have to play the mechanics and run away, there are builds that do as much if not more damages than you that can have an almost 100% uptime while you have like 20%. That's an issue in a LOT of hack & slashes but that's gone rampant in PoE imo.

  • @dojelnotmyrealname4018

    @dojelnotmyrealname4018

    11 күн бұрын

    He's got a point though. Your distance to the target changes which skills are most difficult to dodge. In melee you're vulnerable to point blank AoE spells, but at range you have a harder time getting out of arcing room cleaves.

  • @MrFuckingKololo

    @MrFuckingKololo

    11 күн бұрын

    The biggest problem is just speed. Let's say you stand in the middle of the screen and there are 4 packs of ranged mobs in every corner of the screen. With ranged you just kill them and move on. With melee you have to run between each pack, which takes longer, let's the mobs hit you for free while you run and also feels like ass. This is the biggest reason melee sucks, and I honestly don't see anything they could do to change that fundamental problem, which means melee is still gonna suck in poe2.

  • @gemore
    @gemore12 күн бұрын

    They had leagues where melee was good? So why don't we just do that instead of nerfing it yet again

  • @Bloodark124

    @Bloodark124

    12 күн бұрын

    When? I only remember there's cyclone league. There's blade flurry league. But never a melee league where most melee are viable builds?

  • @RandirHimself

    @RandirHimself

    12 күн бұрын

    We had Slams beeing some of the best Build for like 3 Seasons in a roe before they got dumpstered too

  • @blackomega34

    @blackomega34

    12 күн бұрын

    Melee was good when in legion cyclone could hit the entire screen while moving, or Slams when they gave us one warcry for 80% more damage and one warcry for double damage and both could stack. Not a good solution.

  • @fierypandaofdoom

    @fierypandaofdoom

    12 күн бұрын

    @@blackomega34 very good solutions.

  • @daanstrik4293

    @daanstrik4293

    12 күн бұрын

    @@fierypandaofdoomBoring solutions

  • @adrianx8243
    @adrianx824312 күн бұрын

    His answer doesn't really answer why they hate melee except its more work to design the skill lol and why I need to use totems at all? Why totems need to be with melee? His answers show he has no clue

  • @ZairUmbras

    @ZairUmbras

    2 күн бұрын

    His answers did clearly answer why..? They all hate the base animations, but making 7 new animations, then multiplying that by the different weapon types that can use it is more work than the skill itself would be worth and it feels awful making a cool skill just to have to use a crappy animation for it. And why do you need totems? You'd have to be a complete idiot to not know why, especially when he clearly stated it. They're a multiplier to your damage. Even without the buff, they scale off your weapon damage and your melee modifiers, so it does a lot of damage even when not spec'd into totems. It could be changed to need heavier investment like how minions scale off only minion modifiers, but then the tree would need to be expanded or many node sections removed to make room for those totem nodes, which would suck for really everyone since it's a melee only issue, but would have to apply to spell and ballista totems due to them having to rework totems as a whole to fix the issue, not to mention then reworking the entire tree in every singular corner and balancing the nodes so we don't have every totem build looking like EA Ballista where you go all the way across the tree for the nodes you need, not to mention having to balance them for the cases that do go that far. This isn't an issue for spells and ranged because both have better gems to use than totems like curses, buffs, debuffing skills, or they already use two damage skills to begin with like LA+Barrage or withering spell totems or mana arrows or arcanist brand and the likes that melee doesn't have or can't scale as well as the base totems.

  • @adrianx8243

    @adrianx8243

    23 сағат бұрын

    @@ZairUmbras You are clueless XD I'm asking why we need totems to buff the dmg where we could not have totems at all with increased dmg like spells and you are tellin me we need totems cos they buff the damage. You are 80 IQ bro worse than a monkey

  • @bruvkek4629
    @bruvkek462912 күн бұрын

    all melee skills grant fortify stacks based on distance on hit melee totem bonuses are removed and granted to melee skills as baseline boom melee saved

  • @jedrusnowak3317

    @jedrusnowak3317

    12 күн бұрын

    Not quite. U still have anti melee mechanics.

  • @Scroapy

    @Scroapy

    12 күн бұрын

    @@jedrusnowak3317 many of them can be outgeared given you dont need to invest 30 points into QoL stuff, but instead for damage and defense

  • @NoName-mi8js

    @NoName-mi8js

    12 күн бұрын

    Ah, as people said, people can find problems well, but can't think of a good solution for shit.

  • @VividFlash

    @VividFlash

    12 күн бұрын

    Everyone will feel forced to play melee because they deal double the dmg and are unkillable due to having so many spare points for defense.

  • @kubiboi

    @kubiboi

    12 күн бұрын

    @@VividFlash what do you mean by "so many spare points"? The changes mentioned in the main comment would at most save 5-10 points depending on your pathing. or 5 points and an annoint. good luck being "unkillable" for example to infinite duration dot pools with 5 spare points

  • @BurnettGaming
    @BurnettGaming12 күн бұрын

    The thing about being close vs far is patently false. When there's a rippy pack of 30 mobs. The safest place is far not close, especially when that pack is melee. Pretending that this isn't the case does not give me a lot of faith that melee will be fixed in PoE 2, especially after the showcases so far. Melee is still gonna be a second class citizen.

  • @ricken21

    @ricken21

    12 күн бұрын

    exactly, they said earlier that melee will feel good in PoE 2, so I trusted that they found a solution, but hearing that melee will have the same damage as ranged because according to them range is not really a factor than... what is that solution that would differentiate melee in PoE2 from PoE1 melee?

  • @dali1384

    @dali1384

    12 күн бұрын

    when i played boneshatter (before it got fucked with new gems), i just leaped into the crowd and pretty much oneshot it. if you are attacking fast enough, it shouldnt be much of a problem. i feared eater snipers much more, beaming you with their lightning off screen into oblivion. i still despise these things, they are rippy as hell.

  • @azkv_

    @azkv_

    10 күн бұрын

    100% agree

  • @CajunGator

    @CajunGator

    10 күн бұрын

    The deciding factor if you are correct, is if the movement changes actually don't work. If GGG is able to combine POE with Lost Ark and make a dynamic flowing combat that you actually feel takes place in the environment you are in, then melee will feel fine. Right now combat in poe is often very binary. Cyclone is intensely popular for the pure fact you don't have animation locking of any kind. Cyclone only fell off when stun immunity was removed, which added investment requirements on a build that already had limited upper dps. PoE1 is very static with elements of, are you attacking, are you moving, are you ect. Removing that binary element and allowing inbetween animations may be the key. It may also fail, but I'm happily waiting to find out.

  • @CajunGator

    @CajunGator

    10 күн бұрын

    I also have an overall feeling that in general you can't make a jack of all trades melee character. Things like multistrike are INSANE, but also making general map clearing impossible. A melee build that is focused on one or two things is often able to delete content before it can even get its voice lines out, but for general catch all characters it's often not possible to do all content on melee builds as they stand with the current animation system. People don't want melee to be better, they want melee to be good at more things on average.

  • @killer109536
    @killer10953612 күн бұрын

    You lose 3 gem sockets at MINIMUM as melee , protector,chief, multiple totems.(4 if you're a physical build, then the totems require maim link) Simple solution, get rid of the totem nodes at the bottom of duelist, remove the damage buffs from the totems, add them baseline to every melee skill. It doesn't make sense to have these buff sticks that instantly die to everything on any big boss in the game, that double your damage, because you don't want to be attacking unless they are down. You also lose points on the skill tree as well, god forbid you play slayer and also invest in leech as melee, so your build is effectively 15 points in the dirt, for buff sticks and leech investment. This would probably make melee overpowered as hell, but the quality of life would be so nice. Think about this right, you just finish eaters intermission phase, he immediately auto attacks you then writhing mass, have to dodge both of those first, then you can place your totems, and then by the time you do that you have to readjust for his next auto attack, and if you mispositioned your totems they will just die to the tentacles from the attack. So it also inflates the amount of time you need to do things in general, not only are you having to avoid things, you're also wasting more time placing down these buff sticks so you can actually do damage, whereas ranged classes just.. dodge and attack. If you make what the totems do, baseline for every melee skill, all of a sudden you remove this step in the process, and melee can play much more like a ranged character can, dodging abilities and attacking.

  • @wisnoskij
    @wisnoskij11 күн бұрын

    0:00 Josh is so intense here. "WHY!" (stares daggers)

  • @sebasfealunn4408
    @sebasfealunn440811 күн бұрын

    "Melee characters feel bad if they have too much damage because they overkill everything" "Distance is least important thing for melee because it is easier to dodge when you're close" I see, so that's why most people play ranged. Who have a choice to stand either far OR close and melee don't. Being far simply negates all damage you'd get from autoattacks. Since when overkilling anything in any game ever felt bad?

  • @Wyzai

    @Wyzai

    10 күн бұрын

    overkilling being bad is an interesting argument in the current league where apparently a notable hardcore streamer quit because the league was too hard. I'm sure he would've enjoyed having more overkill in his build. Monsters can have 15 different health and damage multipliers, but "overkill feels bad" when the players want some.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    @@Wyzai It feels bad to his ego that players are allowed to beat the content he designed. GGG have a really perverse vision of design. It's like they picture themselves as a DM who has failed if people finish his campaign.

  • @jonsimon2095
    @jonsimon209512 күн бұрын

    Yeah bossing in melee and ranged are exactly the same, perfectly balance, just dont mention all the degen and dozens other kinds of crap in the ground or flying everywhere, maybe someone will believe it. Not to mention dps uptime, man really knows his game.

  • @ferinzz
    @ferinzz12 күн бұрын

    Honestly a someone who has terrible face blindness and trouble keeping up with names, hearing Jonathan say he struggles with it as well is encouraging.

  • @viktorzolsar8873
    @viktorzolsar887312 күн бұрын

    The solution for melee in POE 1 is simplistic, just add a defensive element into the skills. The reasons ranged, minion, and mines are meta deals with simply being mobile the entire time you're playing. This is the reason cyclone was a fan favorite for so long, it's not rocket science to just add things like spell suppress while slamming, or % reduced damage taken while attacking. It's not new player friendly to hide some of these things behind unique cluster jewels, random unique jewels, veiled crafts, and uber items. (also randomly nerfing these elements in between each league sure doesn't help either)

  • @x3TripleAce3x
    @x3TripleAce3x11 күн бұрын

    His last point about melee having an advantage for bosses is so wrong. Ranged has an advantage because they can attack from BOTH ranged and melee, which means they can be far away from the boss when it's advantageous, AND near the boss while it's advantageous, with no downside. For melee, if they have to move away from the boss for whatever reason, then you have the downside of downtime. There is no "balance of skills" that fixes this, unless you make a boss where you never need to step away from the boss during the entire encounter.

  • @rectifier7578

    @rectifier7578

    10 күн бұрын

    Yes there is, range skills could have less damage multipliers based on distance, or just give melee double whatever numbers they decide is fair for ranged spells/attacks. It's not as complicated as he makes it sound. Even if ranged characters did 10% of their total DPS point blank (not the keystone), that's still 10% more DPS than melee when they have to be at range to avoid an attack

  • @shanebovell6733
    @shanebovell67339 күн бұрын

    I love how he says giving ranged chars less damage makes them feel bad yet melee is by far and away, by orders of magnitude weaker than ranged chars with bow or spells and are forced to take totems yet no effort is being made to bring those melee skills up to par because they genuinely feel being closer is an advantage in a spammy, low visibility game like PoE. I finally understand why they do nothing, their whole perception of what players experience en masse is warped.

  • @leamael00
    @leamael0012 күн бұрын

    I think it's fair to say that Chadathan never did Maven with a melee character. That last phase is nasty for melee. Sirius too because of the degen zones. Same for Shaper; you can't really hit the boss when managing balls. The truth about bossing in POE is that no one actually goes into boss fights unless they can trivialize them. And because of that, GGG raised the difficulty by a whole lot. And now most builds simply can't do bosses unless it's Ben playing.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    Another issue with that is every second you aren't DPSing is a second your fortify is getting closer to dropping off. So even your melee-only damage mitigation "perks" have a habit of falling off and take lots of effort to maintain that goes against the combat flow. It's absurd how backwards their philosophy feels at times. If fortify is just a counterbalancing for melee deficiencies, why isn't it just an always on 15-20%, like in D3?

  • @Bloodark124
    @Bloodark12412 күн бұрын

    I wonder how crazy it would be to create a mechanic where to fulfill the fantasy of a speedy melee character, instead of modifiers that "increase action speed" just means every action your character does it moves faster over time in real life, it slows down the game instead, including projectile speed, cast time and such. This way it makes the idea of dodging actually much more viable in a screen loaded with monsters, corpses, projectiles and environment. And at least it's how I interpret a speedy character in fantasy where they are known to be very quick compare to other characters.

  • @TheAzureGhost

    @TheAzureGhost

    12 күн бұрын

    There is just one major problem with slowing down the gameworld to show increased speed : PoE has Multiplayer. So either it's a partywide effect or the other players get slowed down too, impacting their gameplay negatively. Red Faction 2 Botmatch actually had that in form of a Powerup that slowed down the whole world besides the player and whenever a bot picked it up the game felt like you're playing in slowmotion (which actually made aiming easier as long as you did not encounter the bot who picked up the powerup and therefore moved at normal speed)

  • @Bloodark124

    @Bloodark124

    12 күн бұрын

    @@TheAzureGhost Yeah I know I thought of that too. It's the only issue. So prehaps some sort of compromise can be had which is slow down the game by half of the "increased speed" modifier effects or something similar to that. Then the rest of the people who got faster "increased speed" modifiers will have their characters sped up as per normal.

  • @w4zz_yt
    @w4zz_yt11 күн бұрын

    The trade-off for melee to ranged in most games is that melee is much better at dealing damage to make up for the downsides of having to get close and having to solve the issue of hitting multiple targets. Just give the skills better scaling. Give them more damage. There is no reason that melee needs to have obtuse scaling mechanics like trauma or level 35 ice bite on a helmet to feel good.

  • @oneof13forestpeople97
    @oneof13forestpeople9712 күн бұрын

    We dont need new animations damnit. Change the numbers. Increase base attack speed or damage! Easy fix and the excuses are wild. Some i understand, but really just buff the numbers.

  • @user-ne2zx3nd2k
    @user-ne2zx3nd2k12 күн бұрын

    tldr: yes we hate melee, deal with it. On an unrelated note, i have no idea who Josh Strife Says is or if he played poe at all, but i appreciate the fact that he, a totally random guy from outside of poe community, asked the questions that noone from 'poe content creators' ever asked. Thanks Josh.

  • @jedrusnowak3317

    @jedrusnowak3317

    12 күн бұрын

    We hate melee fuck u hahah but our suporter packs

  • @EM-vw7im

    @EM-vw7im

    2 күн бұрын

    He has and does play a tone of poe

  • @user-ne2zx3nd2k

    @user-ne2zx3nd2k

    2 күн бұрын

    @@EM-vw7im good

  • @trackts
    @trackts12 күн бұрын

    REMOVE THE FUCKING TOTEM.

  • @darrenyorston
    @darrenyorston9 күн бұрын

    One of the things which is interesting in all these interviews is that the answer to most POE1 questions is "Here is what we are going to do in POE2." Then the discussion turns into a POE2 discussion. The more and more I see this occur the more I think that they have an internal end of life to POE1. That once POE2 is released they will struggle to develop content for POE1 and will gradually phase it out. Regardless of what they say.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    It might end up like Diablo 3: a team of 1 or 2 guys who essentially act like amateur modders just throwing out lazy stat/mechanic mods for every league with no real added content that takes effort. You can keep that going for decades. Arguably we are already close to that approach with lots of staff having been moved off PoE1 to PoE2. Considering the bad press of cancelling PoE 1, it's probably easier for them to devote 1 or 2 people to PoE1 forever. Unless the technical debt/support gets so bad that it becomes a bigger PR drag to keep it going in a broken state than just removing it. But that's the benefit of not adding much new content and just changing values in the db, you won't introduce new bugs or problems that way.

  • @Valkaneer
    @Valkaneer10 күн бұрын

    10:20 Sorry Johnathan , Koebeblackmamba did a full video over a year ago called, **"[PoE 3.19] Why True Melee is Awful for Bossing - From 10M to 1M DPS"**, and it took him more than twice as long to kill the Searing Exarch with melee than a caster and his DPS was relatively the same. Main reason is how long it take to rebuild and re-stack your buffs you lost from having to move. Rage stacks, summoning totems, Pride stacks ETC. All of them have to be maintained and melee loses it every time we have to move out of range. If Melee had lets some some form of a DOT perhaps, some kind of attack that would do damage over time.... OH like a Bleed Buff (which we have been screaming for over a year now), this would not be nearly as much an issue.

  • @sistoimenov
    @sistoimenov11 күн бұрын

    How can bows have quivers but two hand weapons just get an empty slot. Melee should be in general tankier and do way more damage than range classes.

  • @jakec9086
    @jakec908610 күн бұрын

    Melee skills also get nerfed faster than other skills.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    It's rather telling of their design vision. They have in their head the idea that melee can't be allowed to be as easy as ranged or casters. So if it ever flourishes, that means they messed up and need to nerf it. It's like the Dark Souls philosophy of "casters are easy mode, real men play melee", like they get some ego boost out of making melee suck and then barely finishing content with it still.

  • @ArizonaBeyblade
    @ArizonaBeyblade11 күн бұрын

    That was a bullshit bunch of excuses. Doesn't matter if you have 7 rigs. You did all the current animations for the 7 classes before, 3.0 expansion released with what I assume was much less budget and staff. You can't do 1 more animation every few months? You have money, and you'll make more if you spend it doing anim's and improving the core of the game. Just because inhouse people don't wanna do the work doesn't mean it shouldn't be done. Fire those people and hire people who will do the work? Plenty of animators out there. I'm actually shocked this is their answer on it as a company, the solution is to let their product rot and this is good marketing for the next one how? GGG could easily outsource this animation work to cheap indian animators who would get it done in no time. Better than having 0 new animations. What GGG is essentially saying is: "Our game is shit for like, 90% of people who play action games. But wait for our next game! We have no current record of excelling at melee, but trust us, it's coming! Here's a third time look at Ranger for PoE2!"

  • @generalkenobi2126
    @generalkenobi21266 күн бұрын

    tf2 has a wonderful mechanic called damage fall-off, where the further you are from the enemy, the less damage you do. To start balancing melee, poe devs should really look at it first.

  • @Feanturo
    @Feanturo10 күн бұрын

    I just want one node on the tree, you cant use totems but you deal 80% more melee damage.

  • @Not_CIA
    @Not_CIA12 күн бұрын

    Take away totems giving you 50% damage (since literally all melee calculate this into their builds) Buff all melee skills by 50%. problem solved. Pay me.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    Yeah, it's weird they balance around totems and then say melee can't be made more powerful because it "feels bad". Like they realize a LOT of people don't use totems even though they can right? So removing totems and giving all of their power not just a tiny fraction to the melee characters would make no real change in the overall balance for their design purposes, but would make everyone way happier.

  • @0725038
    @072503812 күн бұрын

    Melee should be a lot tankier. It's already hard to get enough dps, but doable. Boost melee bleed, Give more damage mitigation for melee (more phys convertion would be great), more aoe, better block nodes and some spell block nodes at the bottom of the tree. Any melee is overshadowed by any character with spell suppression. Blocking needs too much investment for what it brings. Simplest way is to give any melee gem tag a defensive boost (block, conversion, suppression, etc) that wears off the further you are from an enemy and should stack per enemy. Add a support gem that does the exact opposite for bossing.

  • @roccoheat8662

    @roccoheat8662

    9 күн бұрын

    Buffing fortify to 40% would help a lot.

  • @targetthetank

    @targetthetank

    2 күн бұрын

    ​@@roccoheat8662 whenever a minion build has better innate defenses against damage than a player designed for melee, the base numbers are off, and they are off on purpose.

  • @Chumgo
    @Chumgo10 күн бұрын

    Tldr: "We sure do, don't we lmao."

  • @WindHaze10
    @WindHaze1012 күн бұрын

    1 quick fix to PoE melee is to build Ancestral Call additional strikes into strike gem levels. That opens up 1 gem slot to be used on damage boosting or utility support gems. As for slams... having stun avoidance also built into gem level

  • @sulfuryos
    @sulfuryos12 күн бұрын

    10:39 Jonathan is vey wrong on this point because he does not understand where the diffuclty in being a melee player is, the problem isnt dodging bosses attacks, it has never been, the problem is having to position yourself under the boss which often countains dot pools/ground effects (that most end game bosses have), which either kills you or debuff you heavily, so you are force to wait around which in turn makes you have a ton of downtime where you are unable to attack the boss until they decide to move (hence decreasing your dps and making the experience miserable). i wished you pushed him more on this.

  • @CajunGator

    @CajunGator

    10 күн бұрын

    No offence, but that's not strictly the problem. Bonezone destroys bosses. The issue is bone zone gives pure carpal tunnel and is a limited playtime build for all but the chads with giga hands. You also have very few builds that rival the power of bonezone without needing 180 hours worth of investment. Classic melee archetypes have been gutted and things like cyclone or molten strike are often meme tier these days. Old archetypes need to be brought back, less carpal tunnel, and more inventive ways to sustain dps, which is one point of yours I strongly agree with.

  • @CajunGator

    @CajunGator

    10 күн бұрын

    In the end PoE's problem is it can't have a vast ocean of skills to use, it always needs to concentrate around the top 1-3 dozen skills that for two-three years now have stagnated. I know on a pure number's standpoint is virtually impossible, but more love needs to go to a more variety of archetypes. Things need to not be capped off because they were dominate for several leagues, if they are they must be brought back after a league of being nerfed. Things in general need room to flex themselves and show GGG's strengths, ggg is just very often more concerned with everything else and their cousin.

  • @wumi2419

    @wumi2419

    10 күн бұрын

    ​@@CajunGatorthing is, GGG is now hitting the numerical limits on some things. Health is 32 bit signed int, so it's impossible for mobs to get over 2.147 billion hp. Ubers are in hundreds of millions territory, before zone mods and party scaling. At least the only other place it matters is, for now, deep delve (and 2000 rank TotA) It is a lot better than D3, where they are at limits of 64bit ints, but it's still numerical limit. And GGG likely won't use 64bit ints or floats, because it will at least double server load, and server load is already a problem.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    @@wumi2419 That sort of thing always seems silly to me. It's arbitrary. If idle games can superficially list numbers in the googolplex range, I don't think it's a legitimate problem for an ARPG of PoE's complexity. It's just laziness or an excuse.

  • @wumi2419

    @wumi2419

    20 сағат бұрын

    @@zeriel9148if it seems arbitrary, you should read how numbers in computers work relative to performance. There is a reason decimals are inexact despite ability to represent rational numbers exactly as a bignum fraction. Also idle games usually have under 20 operations per frame, while PoE can easily reach 100s and 1000s are not uncommon.

  • @RaduStancu
    @RaduStancu12 күн бұрын

    being safe closer to the boss would be true if all boss abilities would be skill shots. but when you have uber searing one shot you with a melee attack it does not matter. melee needs better defences than ranged and more damage to account for the downtime. This is for the usual true melee skills, not meta outliers

  • @asmosisyup2557
    @asmosisyup25578 күн бұрын

    Love how Josh just randomly inserts jokes to keep the subject upbeat and relaxed, it's a pleasure to watch.

  • @ZerFayt
    @ZerFayt10 күн бұрын

    I guarantee if they remove the "free damage" you get from ancestor totems they will not bake the lost damage into the skills. IF they do, it will only be a fraction what it used to be.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    Yeah, the automation thing is an example of how they "buff" QoL. They'll get rid of totem buffs and give you like 5% damage and 5% AS, and call it a big melee buff that means they don't need to do anything for melee for another 5 years.

  • @fraszoid
    @fraszoid12 күн бұрын

    "the templar is lefthanded" sold, I love playing southpaw characters. Going to make and play a templar now.

  • @los713
    @los71310 күн бұрын

    A yes let me change my angle quickly from this Sirus degen pool to this other Sirus degen pool.

  • @NOISEuchl
    @NOISEuchl11 күн бұрын

    The most amount of none-answers I've ever heard in an interview

  • @Gibby34340

    @Gibby34340

    10 күн бұрын

    Seriously, it's like watching a crooked politician get interviewed by US congress...

  • @ivayloindzhov8553
    @ivayloindzhov855311 күн бұрын

    I absolutely strongly disagree about the distance and the totems. I respect the argument and I assume that in PoE 2 the boss design and skill design makes the difference so that I would agree with Jonathan, but that is not the case right now. At the moment totems are absolutely necessary for melee because of their buffs. If the Ancestral Protector and Warchief totems did not increase your damage and attack speed, but just dealt their own damage - unless it was incredibly high, people wouldn't bother with them. You pick them because it gives you a hell of a lot of damage due to the buffs. And the buffs are why the Vaal version of the totems are used as well - since you can have multiple separate instances of said buff. On the other hand for range - I do not agree that a Sirus or Maven or Shaper fight is just as easy, or takes just as long time to do as a melee fighter, say like Boneshatter, compared to a ranged, totem or brand character, given the same DPS across the board. All non-melee characters have higher uptime on their damage, immediately increasing their total damage output due to that fact. And that is because as melee, if the boss is next to something on the ground, or a laser, or an explosion, or just teleports away from you - you are forced to move and potentially not be able to attack. As a ranged character that matters way less for you, and as a brand or totem character you can almost ignore that as your positioning mostly is used to avoid damage effects. That is why totem and brand skills are popular. This is why totems and brands are the best at farming Sanctum as well - since you barely get hit when using them, this is a huge and glaring example of the case I'm trying to make. Last, but not least, I remember when Melee was good and popular - it was when stat stick offhand existed. That was because melee had more damage output to compensate for the fact that it had less damage uptime. Damage output X damage uptime = damage dealt. Bring back stat sticks and you will see double strike of ambidexterity shoot up in popularity even more - it is popular right now as it simulates how things used to be before. Now that spells and bows have seen quite a few buffs, you can boost melee via stat sticks with "gain %physical damage as extra elemental damage" and I bet that in the current boss design, melee will go up quite significantly.

  • @zeriel9148

    @zeriel9148

    20 сағат бұрын

    I wouldn't give them the benefit of the doubt. They used to outright defend the melee experience in PoE 1. "It's better in 2 honest, just trust us" is most likely a cop-out because they realized it looks bad blatantly telling the playerbase they are wrong when 99% of them disagree with GGG. I would predict, with an almost certainty of success, that PoE 2 will have glaring issues with melee once people play it in endgame. And once again GGG will play a game of circular reasoning for why you just have to trust them.

  • @FeelsGouda
    @FeelsGouda11 күн бұрын

    I always liked the idea of bosses having two sets of abilities: one for range and one for melee. When the player goes in melee, for example, they will only use the melee kit, meaning they use abilities that can be balanced around the fact that you are right next to it. And, where you want a certain mechanic to affect everyone, balance the other abilities around it (for example) via frequency. For example, when melees have to jump around avoiding stuff and cant do any more damage to the boss during that (but ranges can theoretically), the melee kit of the boss should just have fewer abilities that make you jump around so it can be balanced with that. Of course, that brings in other potential issues and options of abuse of mechanics, but I'd argue that is true for every solution.

  • @Spoonbringer
    @Spoonbringer12 күн бұрын

    Fun fact: a *lot* of heroes in Dota 2 are left-handed. They must have had a very busy left-handed animator. And they probably copied some of the models and animations to make others. Also, Half-Life was originally left-handed by default.

  • @AeriFyrein

    @AeriFyrein

    12 күн бұрын

    Considering basically all of the heroes in a MOBA have unique skills, making many of them left-handed wouldn't really be a huge issue. You'd still have to make separate animations for each characters, regardless of handedness. There are also a LOT of characters that don't conform to a standard humanoid model, so those would generally need separate rigs anyway. As well, it's very possible that Dota 2 used better rigs to begin with, or updated their rigs over the years so anything that did actually use a shared animation was easier to change. Additionally, from one of the previous questions, it's not simply about left/right-handed characters making things difficult, but that different weapons also required different animations for the same skill. AFAIK, items in Dota 2 don't really change animations for attacks. Skins might (been a long, long time since I played, so I don't remember offhand), but even then you'd only need to be tweaking a few skills for one character per skin, instead of making something like 7x10 animations for each character/weapon combo in PoE.

  • @Spoonbringer

    @Spoonbringer

    12 күн бұрын

    @@AeriFyrein I noticed there are some themes. For example, the archers on foot are all right handed, but Mirana, who is an archer on a mount, is left handed. Probably required different animations. And most of the mages are left handed (Crystal Maiden, Dazzle, Warlock, Rubick, Witch Doctor -- though Witch Doctor holds his staff in the other hand but appears to have the same left hand attack animation). I'm sure some of this is reuse, but some of it might be the same animator working on similar characters.

  • @SpookSkellington
    @SpookSkellington12 күн бұрын

    I remember Legion cyclone and how much fun that was. Then everyone complained and they nerfed cyclone radius and damage. But us meolee players aren't smart enough to understand nerfs, so we spin anyways.

  • @zeriel9148

    @zeriel9148

    21 сағат бұрын

    For me, it's that I still enjoy a nerfed, awful melee skill whose gameplay I like more than playing a busted ranged/caster skill just because it's meta. So doesn't matter how much they nerf it, I'll still play it until I quit the game. I guess from GGG's perspective that means it's fine. Buuuut... most people just mindlessly copy the top build, so not really.

  • @daniellastnaim1588
    @daniellastnaim158811 күн бұрын

    Why not just add more damage nodes/multipliers around “strike” skills and rebalance strike skills. Slams had a whole few leagues and a targeted rebalance

  • @Pizzastealingninja
    @Pizzastealingninja12 күн бұрын

    Yo, as a lefty, I always appreciated the representation and thought it was thematically cool that the templar would be left handed, because it sorta symbolizes his fall from grace, with the root of the word "sinister" coming from the latin word for "left." Totally understand the added work that comes with that, though I'd imagine more modern rigging tech would allow for more intelligent mirroring that could ease the burden, so I hope he is again!

  • @depremere3991
    @depremere399111 күн бұрын

    Tldr: we dont wanna do our job on developing melee

  • @rectifier7578

    @rectifier7578

    10 күн бұрын

    Have you seen the MTX they release? That's where the resources are going, imagine spending resources on melee animations KEKW

  • @xDBoomer
    @xDBoomer10 күн бұрын

    Yeah the amount of dots that bosses is I guess isn't an issue. I'd like to see Johnathan take on Sirius with no totem.

  • @geronimo5515
    @geronimo55159 күн бұрын

    so excited to play flickerstrike monk. i even prefer it being at like 80mp/h, instead of 5000mp/h in PoE1 i wanna feel somewhat nimble on monk, but not have 0 control and receive eye strain from flickering too fast

  • @Wyzai
    @Wyzai10 күн бұрын

    11:30 That's the one thing we can agree on. Melee needs a gap closer - it should not be tied to movement skills.

  • @mrcornyeater
    @mrcornyeater10 күн бұрын

    I love playing melee (sometimes) and i think the biggest issue except for maybe totems is the damage down time. The fact that a lot of bosses tp to random locations forcing you to make your way to them again is just soo frustrating.

  • @amethonys2798
    @amethonys279811 күн бұрын

    While yes, on bosses you can usually get to a point where ranged and melee feel relatively equal, the issue with melee imo is the clear. If you aren't thanos one shotting everything you breathe on you are going to eat 10000x more random auto attacks (which do an obscene amount of damage when undergeared which is also why you aren't one shotting things) by being in the vicinity of monsters compared to something like LA taking multiple casts to kill something. It's why even when some melee builds are "okay" I would never reccomend doing one as a league starter because it is infinitely harder to clear on no items as melee than ranged. Ranged can perma kite the whole map if need be, melee does not get that luxury.

  • @Da5kone001
    @Da5kone0018 күн бұрын

    I think having one set of animations for all characters is a huge step back for what makes Poe 1 feel like a polished game

  • @Oler-yx7xj
    @Oler-yx7xj12 күн бұрын

    10:56 I learned that the hard way in DS2 with the spider lady boss)

  • @space_ghost2809
    @space_ghost28099 күн бұрын

    I've never noticed the templar is left handed. Now I feel represented... just kidding I don't care at all. But it's a cool detail.

  • @chozengaming8547
    @chozengaming85479 күн бұрын

    Multiple totems needs to pop both totems with a single button instead of two

  • @oculi2837
    @oculi283712 күн бұрын

    the thing about the boss moves being easier to dodge is true, but it also punishes you HARD for not knowing the bosses moves or just not being used to melee, my first real build was a cyclone build, and i got so incredibly frustated from simple bosses, just because of how impossible it was to dodge an ability you dont know what is yet. this problem ofc does exist for range, but for a lot of these boss skills, a pretty good solution is to just move away, which is insanely unrewarding tl;dr melee is better for bosses, but terrible if you arent used to the boss

  • @mandowarrior123

    @mandowarrior123

    12 күн бұрын

    I agree, this is a problem PoE has- i think intended that you have to 'learn' the boss through smashing your face rather than quick thinking. I wouldn't mind forewarning on most bosses, a bit of intel. Let the tl;dr types smash their faces, or give some build up/ slowly speed up from easy to dodge etc. More than that, it's so hard to tell what you HAVE to dodge. I don't mind range having that skirmish advantage, it does make sense. I think the bigger difference isn't bosses, but trash. A group with the wrong combination of whatever they're called those bonuses and you're done far more often in melee. Bosses are individualistic, you can easily weight melee vs ranged. You can have different attacks, bounce back ranged attacks, have melee interrupt some of the boss' abilities etc. But generic enemies, its easy to lose the balance of being surrounded in my view. Maybe i'm wrong, I haven't done much melee in poe

  • @isoldmymumforrp5371
    @isoldmymumforrp537110 күн бұрын

    Imagine bow players have a stupid broken assendancy to pick, 10 stupid broken gems to use, and ontop of that, you can have an additional item in form of a quiver with your 6link bow. Fair. In trade off, i die like a real men with my 2handed sword.

  • @zeriel9148

    @zeriel9148

    20 сағат бұрын

    Lol try dual wielding, it's fantastically worse. You trade an extra 6 gem slots (and potentially a lot more, since you can get absurd 2Hers with extra free support explicits that function as 12 gem weapons) for 10% attack speed and... that's it. Or like -50% block/slew of stats compared to 1H + shield.

  • @Slackker_
    @Slackker_11 күн бұрын

    i think an awesome solution would be to give a bunch of melee weapon types some cool unique implicits, it might not fix many problems, but if it made melee seem more fun and exciting, i dont think people would be as fixated on the damage. Some examples could be a mace with "trigger level 20 shockwave on melee hit" or a sceptre with "trigger level 25 elemental burst on hit" or maybe a two-handed sword with "1% of damage dealt is leeched as ward, + 200 to maximum ward". Just some crazy stuff that would get people hyped.

  • @jgomez9426
    @jgomez942611 күн бұрын

    Melee was fine at a point in the game and the hated it so much they got rid of it. If they wanted to fix it they could just revert the years of nerfs they did to the class

  • @oORoOFLOo
    @oORoOFLOo12 күн бұрын

    I will just echo others say the worst thing about melee are the totems. I would be even ok if there is only one good melee (strike) skill as long as you dont have to deal with them.

  • @YaboiBrent07
    @YaboiBrent0710 күн бұрын

    I was literally thinking this same question when I went to make my Necropolis build! I’m a mage/magic type of guy BUT I always like to make a big beefy two handed sword type of character after my mage but I realized that wasn’t really viable in PoE 1. I hope they can figure out a way to make melee more viable in PoE 2 cause I really don’t want to use a bow or “X Arrow” skill lol.

  • @MauricioOsuna-et8et
    @MauricioOsuna-et8et12 күн бұрын

    WASD for movement and Mouse for aiming and attacking, now that will be a HEWDJ improvement to the game. I do want to know from the devs if they were thinking of Boxhead when they created the Mercenary 😂

  • @raynorcocker6851
    @raynorcocker685110 күн бұрын

    RPG games are inherently based on on the traditional melee archetype hero. Just sucks that POE doesn't have solid melee builds that can stand up to other builds.

  • @targetthetank

    @targetthetank

    2 күн бұрын

    This is partially true. They are "supposed" to be based on the archetype, but if you remove a component of the type, it isn't anymore. Hephetus is the West tank type casting, but all games try to remove the ability to take damage without dying from the equation. One of the stories is being tossed off Olympus as a baby and landing in some islands far away which is what broke his ankles. This is the basis for tanks being slow movers, but Hephetus had a chariot and wheels that is why most tanks have a "gap closer". The problem is that no one wants to give the ability to take "god level" damage to tanks, as it was Zeus that threw him off Olympus as a child and he survived.

  • @Zevirem
    @Zevirem7 күн бұрын

    Only fun melee thing I found in that game was "Destroy my eyes flicker build".

  • @naj7969
    @naj79699 күн бұрын

    I remember this whole issue. It was when fortify came out. The year fortify came out…..the thing that was supposed to balance melee and ranged out, guess what the number char using it and why. Champ with a bow and arrow lmao. It was ridiculous. They should have just not gave champ fortify and buffed the fuck out of fortify support or just any melee skill gives DR…. Simple. We had the sheild charge dilemma for a while but they made fortify scalable. We the players saw a door to abuse and we did. They did not release it correctly

  • @zeriel9148

    @zeriel9148

    20 сағат бұрын

    And then their reaction to fortify was, "This is too good, we have to cripple it."

  • @Melchiah28
    @Melchiah2812 күн бұрын

    congrats to the 200k subscribers.

  • @Wyzai
    @Wyzai10 күн бұрын

    3:16 I can feel the neurons here. "There are a lot of niche mechanics you need to do in order to empower melee builds and you need to know all of them" Okay. Tell me dev-sama, what do you think is the solution to these things? Is it to introduce more of these mechanics? Spoiler: I think the solution is to merge these things into the base skill. If the skill only works at +50% attack speed, it should probably start with that. If the skill needs fortification or endurance charges, it should probably start with those.

  • @leafgreenbeast
    @leafgreenbeast8 күн бұрын

    Thheres no tradeoff of proximity for damage vs safety--melee gets nothing but added difficulty for existing close to the enemy, and requiring additional movement to both dodge and get back in, actually needing to invest in defensive stats at the expense of damage, and on and on compared to ranged and casters

  • @prancinNOOB
    @prancinNOOB12 күн бұрын

    He says the animations from back in the day hurt melee, but melee skill yet to have animations updated (frost blades and reave) feel the best to play.

  • @jprec5174

    @jprec5174

    12 күн бұрын

    This is a cop out. All they need to do is buff melee dps but they wont.

  • @Scroapy

    @Scroapy

    12 күн бұрын

    I don't care about animations when we all play 5aps+

  • @loopygordo

    @loopygordo

    11 күн бұрын

    ​@@jprec5174 Bruh melee builds are more than capable of reaching Ubers without an unreachable budget. Damage isnt the issue necessarily

  • @itsallinthepast2944

    @itsallinthepast2944

    10 күн бұрын

    @@loopygordo few of them....and in specific way with specific item,its not melee build at that point,its that specific stuff that carry melee skill

  • @freakyskull516
    @freakyskull51610 күн бұрын

    never played POE in my life but idea make totems a summon/projectile buff. you the player sacrifice your ability to benefit from the buff by "concentrating" on the totem. this concentration ends while attacking but resumes when not attacking effectively locking totem out of viable melee builds but this is made up for with a melee system that ups melee damage for each kill for a minute (or maybe a % decay per second system) giving different amounts of boost depending on the strength of the kill so a tiny swarm mook gives like 1/4 of 1% but a big beefy murder boi gives like 5%. this mixed with hp restoring effects would make melee builds play more like a doomslayer kind of deal without a need to spec into totems. this will also encourage spell blade play. another thing to consider would be a spell discharge mechanic so when you use a magic skill you get the benefit of your melee skill damage boost but some of it is spent after like "if you cast [spell] you lost [number] % of your melee damage boost based on the spell's base damage allowing for investment builds that run in and slash about on the mooks then blast the big boys with the built up damage bonus

  • @kawaiinekochandesu5375
    @kawaiinekochandesu537512 күн бұрын

    this feels like such a poor response to the question - nobody really cares about your dev-time, you are still having a shop in the game we expect you to update it - melee downtime is irrelevant its a design element people who try to play melee often accept, i dont care i cannot hit the boss through an animation what i cannot understand is why am i dealing close to no damage on 90% of the melee skills that exist in the game? - if you can create skills like boneshatter why cant you have a different scaling method for other skills - melee has to be able to tank more damage (duh) therefore has to either have some insane magic to phys reduction or spell suppression on top of of course the mandatory fortify, this takes away even more power from your already lacking damage - most melee skills often only scale from physical damage which even with a best rolled weapon gives you ~2m dps under best case scenario on ubers this is a laughable amount i literally cannot wrap my head around why multipliers or simple scaling methods are not added to already existing skills? trauma was a good start, cant we do the same to warcries? (escalation is shit) i can accept not being able to clear the screen from 2 screens away i can accept not being able to hit a boss from a mile away thats why im playing melee what i cannot accept and understand is why am i dealing no fucking damage despite all of this? and i really dont fucking care about poe2 edit: fuck totems

  • @LaughingSkull451
    @LaughingSkull45110 күн бұрын

    09:36 Jonathan forgot about Glacial Hammer 💀

  • @The_Grimsun
    @The_Grimsun9 күн бұрын

    Sadly I think the most relevant and true thing he said here was that melee feels bad cause it gets locked into an animation. That being said that seems to be the hardest thing for them to fix. Boss fight stuff is true to an extent but just not realistic and many others have pointed out how there's a lot of factors that still make range better. (blinks, longer reaction time, choice to be in melee etc.) Totem shit is stupid as hell. I don't know why they feel like totems are a huge problem to balancing. Just remove all the benefit besides them being able to attack and buff every melee skill by 100%. As a melee build you are required to have totems currently, why? Sure you could compare this to curses for casters, but melee also can use marks/warcries. And very few range builds have to place killable entities to simply increase there damage on a completely unrelated skill. The closest thing to this we have seen is mines being place to buff damage of other skills and even that is barely used and not super powerful. I just don't get why they can't just make base melee or melee skills have +10% attack speed and +10% damage and then make the totems an optional way of having some extra range/extra hits/aoe capability.

  • @lowfatlatte0
    @lowfatlatte010 күн бұрын

    the best suggestion i have seen thus far in the comments is a buff for not attacking for X amount of time so that the opportunity cost of dodging with melee skills doesn't lower DPS. This way melee doesn't just one shot things either by having higher overall DPS than ranged. I think the comments are ignoring the fact that all class damage needs to be within a range where you actually interact with the game instead of just playing whack-a-mole. My understanding is melee skill were nerfed in POE 1 because of its ability to one shot and make trivial most of the game. Since they are doing more monsters that are stronger, I think that will help already, on top of building movement into melee helps with the damage loss due to dodging. I do think melee will be BETTER in poe 2. Maybe not on equal footing as ranged, but closer than in poe 1.

  • @SilversTaurus
    @SilversTaurus10 күн бұрын

    Is it going to be the same in POE2? We're about to find out.

  • @SilentButDudley
    @SilentButDudley11 күн бұрын

    Melee should have a crazy amount of DPS to compensate for damage uptime.

  • @Tandoliga

    @Tandoliga

    11 күн бұрын

    downtime

  • @marmalade024
    @marmalade02410 күн бұрын

    Give melee skills fortify on hit, and a passive you survive the next hit that would drop your life to 0 if your life is above 80% to counter 1 shot which melee skills really need. Its not that difficult bro

  • @nat040496
    @nat04049612 күн бұрын

    I'm so glad they're fixing this stuff in POE2. All of this required crap is why I didn't enjoy POE1, it feels like you have to play the meta or you're gonna get slaughered.

  • @Toxickys

    @Toxickys

    11 сағат бұрын

    Meta is going to be a thing in POE2 too

  • @finwe8358
    @finwe835811 күн бұрын

    The argument with distance not beeing relevant is not entirely true. A ranged can dps from melee and from range. Therefore if a ranged is forced into melee (to dodge more efficient) he can still dps. I think this effect is overestimated by the community though, given the availabilty of movement skills

  • @williamwhite8667
    @williamwhite866712 күн бұрын

    Still waiting for ancestral totems to be changed or fixed

  • @Valkaneer
    @Valkaneer10 күн бұрын

    Finally someone had the guts to ask the question, and we got a real answer instead of, "Melee is only 10% of the player base, so we care about the other 90%". At least we got a real answer after a full year of "Melee????". Why didn't they just give us this answer when we asked about it forever ago? On the other hand, knowing all this, why did GGG hand melee it's hardest nerf in probably 2 years this last patch?

  • @zeriel9148

    @zeriel9148

    20 сағат бұрын

    They should be asking themselves why the players are 90% non-melee when in every other ARPG melee classes are vastly more popular than non-melee. It's like you run a burger shop and 90% of your customers don't order burgers and just get the chicken sandwich and instead of thinking, hmmm, maybe our burgers suck? You instead say, "People just don't like burgers man, what can I say."

  • @integratedfrost435
    @integratedfrost43510 күн бұрын

    If I am understanding Jonathan correctly, I think he's mentioned a brilliant method to fixing melee in PoE2. Creating abilities that function differently depending on range. This would mean you could have both strong clear and single target simply from manipulating where you stand, I would think. I currently struggle to see how you address melee problems without just making long-range melee abilities (as someone mentioned before, large AoE earthquake, large AoE Cyclone, etc.) which fundamentally, imo, do not really count as melee. Ranged, mechanically, is going to cut out dealing with melee-range monsters for the most part where melee often has to engage. Totems are also problematic in that they are virtually a requirement. Part of me just wants to remove those totems from the game and simply add their stats to melee when in range of unique enemies: there's likely a way to break this that I'm unaware of, but it seems within the realm of a doable implement within this version of the game. I'm curious what games that are in the same vein as PoE but have solved the melee problem, because I feel like the answer is consistently that the character wields a melee weapon, but they are effectively a ranged character.

  • @Wyzai

    @Wyzai

    10 күн бұрын

    something to ponder: I'm pretty sure dark souls has ranged projectiles hit a single enemy while many melee weapons are AOE. POE is the reverse. Ranged is AOE and melee is single-target.

  • @integratedfrost435

    @integratedfrost435

    10 күн бұрын

    @Wyzai I would never compare dark souls to PoE. Imo, these are two amazing but totally different games. Dark Souls does not deal in monster modifiers nor monster density like top-down arpgs. Second point, I also disagree - most melee skills have some way to scale AoE, similar to projectiles. Whether that's through multi-strike, aoe or explosions. Single-target projectiles do get access to multiple target damage application through things like chain, fork, pierce, or more projectile mods.

  • @roccoheat8662
    @roccoheat86629 күн бұрын

    John is not in charge of poe1 and has not been for some time. Mark/Neon is, and has statements on melee already. Its been stated his goal for next league is some melee fix's.

  • @Wyzai
    @Wyzai10 күн бұрын

    10:00 Disagree. Being close to a boss means you have an easier time maneuvering around them, sure, but it also means you have less time to react. How is that "easier"? It seems to me like it's a tradeoff - especially with us having movement skills. Also, as mentioned in other comments, many of those skills are shotguns. That means they do dramatically more damage in melee than in ranged, making it possible to survive them at a distance. 11:05 ... and melee characters don't feel bad if they are even? Then why does basically everyone agree GGG hates melee? Apparently ranged and melee are equals.

  • @motr7156
    @motr71564 күн бұрын

    11:30 but when you melee you get attacked by default attacks and when you are ranged you don't

  • @JfkNeedsWindWall
    @JfkNeedsWindWall7 күн бұрын

    You don't need the melee skill to look cool, you need gameplay to feel good. Lategame has so much screen clutter that you don't even see these supposed hard to create animations

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