Fixing Melee for PvM P8

Right now melee is so incredibly weak compared to other builds. Crushing Blow is one of the strongest aspects of melee and it drops from 25% to 1% at P8. (essentially no damage) Also all melee attacks are single target which is a massive issue, making there total dps output much smaller than skills like Nova, Blessed Hammer, and Thunder Fury that are making multiple hits per cast. I believe they should strongly reconsider how much damage % CB is doing in P8 and also add a small splash damage to melee attacks allowing them to keep up in terms of dps with the bigger AOE builds. And hopefully with these changes Barb and Druid might find themselves as more viable classes rather than just being support in P8.

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Main issue is the base weapon damage, and also the attack rating. Grief is fixing both problems, but:

-) that makes Grief almost the only option (boring as hell), which makes 95% of other dropped weapons useless. Hammers, axes anyone?
-) Even with Grief, melee is not even close to a Sorc or Paladin. And we are not gonna talk about mosaic-sin.

3 Likes

Grief isn’t the issue. When melee slap down a target even on the weapons that aren’t as good you’re mostly just as fast as a grief user. Perhaps on a boss fight it takes one or two extra swings to kill but it doesn’t matter.

The issue is the lack of cleave or something to keep up with AOE. And most seem to not want that for melee, BUT even if you 1 shot everything while on melee with a straight auto attack, you’ll still be slower than AOE classes for most of the game, exception clearly being boss fights.

This is something I would definitely like to see changed. 1% is much too low.

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Yeah… I didn’t know that, but that’s a really bad nerf,
1%? Come on.
Coulda just made it 25% relative to the monsters base hp like corpse explosion.

Or if p8 is 4x more Hp, then make crushing blow 1/4 of 25%… 6.25%

Who ever was in charge of that 1% shouldn’t be doing anything further with game balance lol. That was a whacked decision to make.

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Yes When I said splash damage I meant a small AOE (cleave effect). I can’t see melee builds keeping up with higher tier builds without this change.

Because of the way cleave usually works and how mobs work in game to get anywhere near an AOE character you’d have to have a fairly large cleave range IMO. And I think the size of the weapon should dictate range. The smaller the weapon perhaps how effective the cleave affect is. And 2h should probably keep the cleave damage consistent with base damage.

That really isn’t a flushed out concept, but at least it would be a cool mechanic that would bring some more variety into melee play maybe.

Even if grief is doing 40k damage per hit (My frenzy barb does about 25,000 dps with dual grief) a Nova hitting 20 targets at 200 fcr is doing 420,000 dps, your melee build isn’t keeping up with that clear speed.

That 1% already includes increased monster HP.

Crushing Blow damage to monsters is divided by 0.5 + (0.5 * # players), so effectively monster’s current base life (prior to the 50% increase with each additional player) is reduced by a fraction.

(source: Amazon Basin)

So,
divisor(players) = (0.5 + 0.5×players)
health(players) = (0.5 + 0.5×players)

For /players 8 both the monsters’ health is increased and CB damage is decreased by the same factor 4.5.
The 25% CB damage (or less, depending on attack and target type), compared with /players 1, is divided by 4.5^2, resulting in pathetic ≈1%.

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No build should be able to solo p8 efficiently in my opinion.

9 Likes

I also feel top builds should be nerfed instead. After all many here demanded more challenge in game but buffs and more difficulty levels will lead to endless power creep loop like in D3.

Imagine no Enigma, Infinity, Spirit, Sunder Charms etc. Nerfs like this make melee builds more valuable and prevent game from turning into PoE 1 hit clearing whole screen. Baal walk games are fun.

Also game needs proper immunity and teleport rework. 2 classes out of 7 dominating the game means they are too op not others too weak. Hammerdin laughs with its magic damage and Sorc skips most of the game with teleport like it’s using WoW’s level boost paid feature. It’s broken. Bring back game to what it was supposed to be.

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If Blizzard only cared about D2:R beyond its original purpose:

1: To suck the old retired players back into the game to prime the sales for Diablo 4.

And…
2: Improved graphics overlay.
3: Bring the game over to the modern Battle.net platform.

Also, if Blizzard DID care about the game beyond the aforementioned reasons, they’d need developers who know the game better than we do in order to make intelligent changes… (Which they all left a long time ago.)

Might as well be happy with what we have, because I don’t see anything changing.

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didn´t know about 25 to 1 cb… that´s r3tarded.

Does it need to?
I agree melee needs help, but, screen obliterating builds are plentiful…
Why turn melee into another boring screen clearing phenomenon?
I have read in several places on these forums, and on other forums, that melee is the end game challenge… maybe it’s by design…
I get the feeling a lot of folks have used a Caster/Ranged AoE build to farm gear for a melee build, and then realize the melee builds are nothing like the AoE builds, and want melee to be bought up-to/close-to, par with the screen obliterating builds… when instead, IMO, they should embrace melee for what it is and the vastly different play style/challenge it offers.
I love my Javazon, and my Wind Druid… they plain get it done… however I enjoy the challenge and interaction of my Zealot, Wolf and ZooKeeper every bit as much, but for different reasons/moods.

Melee needs content where they can shine.

Imagine portals where melee don’t have to port. Where mobs are tanky and hit hard so their def stats, leech and cb can work for them. Problem with that is just that caster builds got all the tools to circumvent mechanics that should slow them down and they still do a lot of single target damage and can be build tanky too.

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You know Mosaic is melee, right?

The melee portion of Mosaic is like entering a button combination and pressing “detonate”. Everything else is a screen wide spam nuclear bomb guaranteed to bring your GPU down to its knees.

2 Likes

They use melee hits to trigger elemental(AoE) damage… the real/actual damage is elemental/AoE.
it’'s like saying Javazon’s Lightening Strike and Charged strike are melee… hmmmm… not really, the actual damage is the lightening… elemental.

Melee;
a confused hand-to-hand fight or struggle among several people.

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Now we are talking about damage classes…so you mean physical then?

Also what you are describing as melee sounds like a Brawl to me. xD

“hand to hand” would suggest “physical” in my interpretation.
otherwise you are an elemental build… or caster…

Indeed. Where you need to select your primary targets, your secondary targets, and stuff you can simply clean up after… you actually need to maneuver around inside the battle space (without straying outside to invite more monsters that will overwhelm) to herd/separate the targets and eliminate them in a systematic order… rather than simply casting/throwing “X” spell/missile into a pack to eliminate all… strategy… cunning… luring… herding… gorilla tactics…

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