Lazy But Effective Way to Buff Melee?

Just tried Werewolf druid. Its fun but I can see why nearly noone use melee to mf…So imo it shoud be a priority to buff melee next patch.

  1. give huge amount of mf to melee skills
  2. make chance to cast when attack viable

I would like splash damage personally.

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My werewolf Druid that has hurricane and Armageddon has enough aoe damage.

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Lazy and good way to buff melee ? just give them some cleave/Small AoE on hit … Same for a few summon like the bear on druid etc …

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I think there are some skills that could benefit from splash attack. Giving Paladin’s Charge skill splash for example would make it better in PvM and would make it pretty damn fun to use.

However, I think just giving every melee skill splash ala Diablo 3, is a lazy design choice.

In truth, the problem is less that melee is bad and more that casters are too good. Ranged attack, low gear requirements, ignores defense and block chance, unaffected by Slow, no need to invest in their primary attribute, Energy. Unfortunately, I suspect people would throw a fit if Blizzard ever acted on the obvious issue here.

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You’re not wrong. I just don’t see a way they could bring casters down enough to balance it without people throwing an absolute fit, which leaves only the option of buffing melee somehow.

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No joke buff my barb , to be fair players 1 he is god , anything above he hits like a wet noodle.

Something like this maybe , idk but there is a reason the best builds are all caster builds.

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When I tought of it I dont like general AoE splash on all skills to be added. Takes away core distinction between skills.

Rather do it like this:
Bash - make the knockbacked monster deal AoE damage to monsters he get thrown into. Increase % ar, dmg.
Frenzy - make it hit attack speeds like 100% (like when att speed was uncapped in D2R for a while), so in the end attacks go so fast it will feel great without any splash.
Leap attack - they made it great! But just for normal/nightmare. Add % weapon scaling to AoE or damage to AoE comes from boots kick damage like assassin have. Also speed of leap based on %FRW.

Last and most important for barb REMOVE GRIMWARD FEAR EFFECT!!! Then barb will be awesome!

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The need to roll weapon masteries into one hander and two hander then add 3 new synergies.

Something like this imo, might be a bit Op maybe capped at 0.5 per level 0.75 with synergy so you can get 20% without , 30% with synergy at 40 points.

One hander -------------------- Two hander
----------------- Open wounds -------------------
Deadly strike ------------------ Crushing blow

One hander, Deadly Strike synergies with Open Wounds , if two hander takes points into Deadly, does not get the synergy

Two hander Crushing blow synergies with Open Wounds if One hander takes points into Crushing Blow does not get the open wounds Synergy.

Op? maybe :partying_face:

Or maybe some talents that, when using a two hander as one hander gain increased att speed etc etc or when sword and board and only one weapon equipped gain some bonus etc etc

Or have WW synergy that adds elemental procs to it etc etc or get rid of Open wounds and have magic damage synergy for all attacks but mainly to go with berzerk instead of howl.

Heaps of things they could do with barb its the most interesting class and the potential is almost unlimited, its just a shame that casters builds dominate this game and for good reason.

Maybe better att rating scaling too, nothing crazy being able to hit/miss is still a good idea, just maybe not as punishing. Idk about this one tbh.

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Remove level from the attack rating/chance to hit formula. Right now the formula is Chance To Hit = 200% * {AR / (AR + DR)} * {Alvl / (Alvl + Dlvl)}
This means my barb attacking a council member where our stats are:

1403 defense
level 88 mob
7592 attack rating with berserk
level 83

the chance to hit is:

200% * (0.84) * (0.48) = 80.64%

My attack rating is so much higher than their defense, but my level is just a couple levels short and you can see how much of an impact it has on the calculation. If the level wasn’t part of the calculation, so it was just the attack rating and defense, it would look something like this.

200% * (0.84) = 164% chance to hit
I feel like for 8k attack rating against 1.5k defense, this is more than fair.

If i wasn’t using berserk, my chance to hit is only 25%, even though i have 2x their defense in attack rating without it. And am only 5 levels below (still in full xp range for levels)

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Go… Away… :rofl: splash dmg… You want splash? Play a class that can deliver it.

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Lol nope…
That’s not what melee needs

Melee needs aoe

They should add splash

But it should come at a certain price

Splash should be the byproduct of Knockback

This allows it to be a “opt in” mechanic

It also makes Knockback less of a detrimental mechanic

It also makes splash not all positive

But mainly it’s based on logic

Knockbacked monsters collide with other monsters on their path, transferring kinetic energy into damage

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That sounds annoying , they just need a little aoe / cleave nothing crazy.

Knockbacks sucks on melee it reminds me of fears on melee weapons, hard pass bro.

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Typical milenial

“I want everything but no way in hell I make sacrifices to have it”

C’mon dude, he just don’t agree with your idea calm down. i don’t agree with it either as knockback is really just annoying in melee.

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I want a little cleave not chase after mobs as a melee character. Its stupid idea, like 1 outta 10

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Rework the AR formula, missing 20-30% of your hits is an insane damage loss.
Or add hitchance to spells to make it even :wink:

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That shows the limited brain power of some people on these forums

  1. optional

  2. this would effectively make you less chase monsters… if with a single hit you can kill multiple monsters, you won’t have to “move to next monster”

Only if wolfie and bear could cast while in its form.

I mean just think necro would be a bear casting all sorts or even a sorc.

So sensitive there is a reason no one likes this idea, knockback only really suits ranged physical chars, its annoying, its not fun just like fears in melee are not fun.

When you fear in melee its for survivability just like knockback is to keep mobs away from you. Its not rocket science.

stupid idea.

Dont have to reinvent the wheel here people just want a little aoe/ splash / cleave whatever you want to call it nothing crazy.

1 Like