Why do Druid, Assassin and melee have poor performance for 20 years?

Druid , Assassin and melee skill builds are totally inferior in comparison with Casters.

Seems Blizzard doesn’t want to solve the poor classes and builds?

What they have done is just adjusting skill damage like childish prank.

Diablo is a hack and slash genre.

However Druid, Assassin and melee builds doesn’t match with hack and slash genre.

Why numerous people select Sorceress and they can not be interested in Druid, Assassins and melee builds, or even can not play as starter builds?

Druid, Assassin, Melee builds can not make people fun, but stress.

People tend to quit D2R rather than continue with those poor classes and melee builds.

Claws fail to hit monsters and Wolf kills only one single target, but casters always hit and kill monster packs at once.

Current Assassin is not Assassin with claws, she is literally just ’ death sentry’

Is she Necromancer?

Why is every melee skill not AOE???

How can they farm with ‘single target melee skills’?

For example, even major melee skills like Dragon tail or talon, Druid’s fury, paladin’s zeal, they are too weak against packs of monsters.

Diablo is not a single target game but hack and slash genre.

Even if melee skills have 2000k dmg , it doesn’t help. cuz they are just single target or tooooo narrow AOE.

Why can’t Druid’s fury have splash hit box?

Why can melee skills kill only single target?

Why is the only way to reduce physical resistance a curse ? (it connects with the problems- melee can not use other curses like life tap , confuse(Delirium) , Dim Vision(Gloom) etc. Melees are terribly depended on Amplify Damage and Decrepify for physical sunder charm.)

Even though melees are required attack rating, why bosses block(omg 50%!!!) only melee skills?

Spells are not required attack rating and bosses can not block spells.

Caster doesn’t need curse to reduce enemy resistance (griffon’s eye, Infiinty, Phoenix).

Melee can not reduce physical resistance after sunder charms with items except for curse.

Spells always hit and they are wide AOE.

Those factors make people bored and force to play caster, especially Sors.

It is so ridiculous Paladin’s smite (ignores block of bosses) is the best melee skill for 20 years, and still now.

I don’t think that melee can be a meta or at least there can be something attractive, under Blizzard mathematical pranks.

Please please don’t think you can improve melee performance and basic problems with your math adjustment. Modifying skill dmg without AOE factors is just prank, nothing can solve.

Poor builds truly need wide AOE , items to reduce physical resist (like Infinity, Phoenix, Griffon’s eye) and please remove bosses’ block function.

Oh, additionally Wolf wants teleport. transform build is the only build cannot TP with Enigma. Traps shall also be subjected to item resistance reduction (Griffon’s eye, Phoenix, Flickering Flame etc.) after sunder charms.

2 Likes

Huh? Assassins are very strong in this game, especially in PvP where they were #1 prior to WSG & FHR changes… Trapsins can easily clear game on their own even without sunder/infinity… Meanwhile Wind Druids are top tier for PvP and blizz greatly improved fire ele, I played one last season without any problems. SS Druids can use many QoL updates especially with being able to teleport and BO while in SS form but besides fireclaw bear they are fine too. Kickers/MA Sins still need more buffs but overall you’re silly if you think Druid/sin sucks…

I agreed with your opinion of PVP. But I focused on pve. What you saying is caster builds. I am saying melee builds. Even with sunder charms, do you think trap ( Even though this is caster build) is competitive against other Sorceress builds? I know there are some mania who loves those poors and play as starters. But people doesn’t select them or melee rather than Caster like Sorceress. I want melee builds are on a par with Sorceress, not inferior.

Well, I agree that Assassin Martial Artists need better chance to hit. Maybe you could provide some feedback in my thread on how to improve the Assassin skills.

Druid certainly needs some love, but the Bear has access to Shock Wave, and the Wolf to Fury, both of which gives some effectiveness against groups.

I don’t know that I agree about making all melee skills AofE. I mean, Smite is great as you point out and it’s not AofE. I’d also point out that Assassin has several AofE melee skills, so I think they will work well if the Chance to Hit issue is addressed.

I think Whirlwind needs to be unleashed a little more, it ought to serve as a good melee way to deal with groups.

But really, I think Chance to Hit issues is the biggest problem facing melee, and that is best addressed with changes to base weapons I think, since it’s such a widespread problem.

If you want to add AofE to melee, I think the better way to go about it would be to make Chance to Cast affixes actually useful.

Suggested Changes to Chance to Cast

Melee Weapons:
Current: 5% Chance to Cast Level 1 Amplify Damage on Striking, no lvl req, ilvl 3
Change to have 3 ranks of Chance to Cast Level 1 Amplify Damage on Attack:
5% Chance to Cast Level 1 Amplify Damage, no lvl req, ilvl 3
10% Chance to Cast Level 1 Amplify Damage, lvl 25 req, ilvl 28
15% Chance to Cast Level 1 Amplify Damage, lvl 52 req, ilvl 58

Current: 10% Chance to Cast Level 3 Nova on Striking, lvl 13 req, ilvl 18
12% Chance to Cast Level 4 Nova on Striking, lvl 21 req, ilvl 28
Change to have 4 ranks of Chance to Cast Nova on Striking:
15% Chance to Cast Level 3 Nova, lvl 13 req, ilvl 18
15% Chance to Cast Level 6 Nova, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Nova, lvl 39 req, ilvl 42
15% Chance to Cast Level 21 Nova, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Fire Bolt on Attack, lvl 4 req, ilvl 6
10% Chance to Cast Level 4 Fire Bolt on Attack, lvl 15 req, ilvl 20
10% Chance to Cast Level 8 Fire Bolt on Striking, lvl 12 req, ilvl 16
Change to have 4 ranks of Chance to Cast Fire Ball on Striking:
15% Chance to Cast Level 3 Fire Ball, lvl 13 req, ilvl 18
15% Chance to Cast Level 6 Fire Ball, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Fire Ball, lvl 39 req, ilvl 42
15% Chance to Cast Level 21 Fire Ball, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Ice Bolt on Attack, lvl 4 req, ilvl 6
Change to have 4 ranks of Chance to Cast Frost Nova on Striking:
15% Chance to Cast Level 3 Frost Nova, lvl 13 req, ilvl 18
15% Chance to Cast Level 6 Frost Nova, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Frost Nova, lvl 39 req, ilvl 42
15% Chance to Cast Level 21 Frost Nova, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Lightning on Attack, lvl 13 req, ilvl 18
Change to have 4 ranks of Chance to Cast Lightning on Striking:
15% Chance to Cast Level 3 Lightning, lvl 13 req, ilvl 18
15% Chance to Cast Level 6 Lightning, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Lightning, lvl 39 req, ilvl 42
15% Chance to Cast Level 21 Lightning, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Chain Lightning on Attack, lvl 18 req, ilvl 25
8% Chance to Cast Level 3 Chain Lightning on Attack, lvl 26 req, ilvl 35
8% Chance to Cast Level 5 Chain Lightning on Attack, lvl 33 req, ilvl 45
Change to have 3 ranks of Chance to Cast Level 15 Chain Lightning on Attack:
5% Chance to Cast Level 15 Chain Lightning, lvl 26 req, ilvl 35
10% Chance to Cast Level 15 Chain Lightning, lvl 39 req, ilvl 46
15% Chance to Cast Level 15 Chain Lightning, lvl 52 req, ilvl 58

Since this is for melee weapons changed Fire Bolt to Fire Ball and Ice Bolt to Frost Nova so these chance to cast can give a little area of effect damage. Level 21 Nova, Fire Ball, and Lightning are all roughly around 200 damage unsynergized, Level 21 Frost Nova is less than half that. Made consistently “on Striking” so that these AoE CtoC will work with Blade Fury, while changing Amp Damage and leaving Chain Lightning with “on Attack” so that they won’t work with Blade Fury (that seemed a little too powerful in combination with claw staff mods).

Missile Weapons:
Current: 5% Chance to Cast Level 1 Amplify Damage on Striking, no lvl req, ilvl 3
Change to have 3 ranks of Chance to Cast Level 1 Amplify Damage on Striking:
5% Chance to Cast Level 1 Amplify Damage, no lvl req, ilvl 3
10% Chance to Cast Level 1 Amplify Damage, lvl 25 req, ilvl 28
15% Chance to Cast Level 1 Amplify Damage, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Fire Bolt on Striking:
15% Chance to Cast Level 10 Fire Bolt, lvl 13 req, ilvl 18
15% Chance to Cast Level 16 Fire Bolt, lvl 26 req, ilvl 28
15% Chance to Cast Level 24 Fire Bolt, lvl 39 req, ilvl 42

Add 3 ranks of Chance to Cast Ice Bolt on Striking:
15% Chance to Cast Level 10 Ice Bolt, lvl 13 req, ilvl 18
15% Chance to Cast Level 16 Ice Bolt, lvl 26 req, ilvl 28
15% Chance to Cast Level 24 Ice Bolt, lvl 39 req, ilvl 42

Add 3 ranks of Chance to Cast Inner Sight on Striking:
15% Chance to Cast Level 10 Inner Sight, llvl 13 req, ilvl 18
15% Chance to Cast Level 16 Inner Sight, lvl 26 req, ilvl 28
15% Chance to Cast Level 24 Inner Sight, lvl 39 req, ilvl 42

Add 3 ranks of Chance to Cast Level 1 Glacial Spike on Striking:
5% Chance to Cast Level 1 Glacial Spike, lvl 26 req, ilvl 35
10% Chance to Cast Level 1 Glacial Spike, lvl 39 req, ilvl 46
15% Chance to Cast Level 1 Glacial Spike, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Level 14 Dim Vision on Striking:
5% Chance to Cast Level 14 Dim Vision, lvl 26 req, ilvl 35
10% Chance to Cast Level 14 Dim Vision, lvl 39 req, ilvl 46
15% Chance to Cast Level 14 Dim Vision, lvl 52 req, ilvl 58

Added some additional Chance to Cast on Striking to bows/crossbows.

Armor:
Current: 10% Chance to Cast Level 3 Charged Bolt when Struck, lvl 4 req, ilvl 6
12% Chance to Cast Level 4 Charged Bolt when Struck, lvl 12 req, ilvl 16
14% Chance to Cast Level 5 Charged Bolt when Struck, lvl 19 req, ilvl 26
Change to 4 ranks of Chance to Cast Charged Bolt when Struck:
15% Chance to Cast Level 6 Charged Bolt, lvl 13 req, ilvl 18
15% Chance to Cast Level 10 Charged Bolt, lvl 26 req, ilvl 28
15% Chance to Cast Level 16 Charged Bolt, lvl 39 req, ilvl 42
15% Chance to Cast Level 24 Charged Bolt, lvl 52 req, ilvl 58

Current: 10% Chance to Cast Level 3 Nova when Struck, lvl 13 req, ilvl 18
12% Chance to Cast Level 4 Nova when Struck, lvl 21 req, ilvl 28
14% Chance to Cast Level 5 Nova when Struck, lvl 28 req, ilvl 38
Change to 3 ranks of Chance to Cast Level 1 Energy Shield when Struck:
5% Chance to Cast Level 1 Energy Shield, lvl 26 req, ilvl 35
10% Chance to Cast Level 1 Energy Shield, lvl 39 req, ilvl 46
15% Chance to Cast Level 1 Energy Shield, lvl 52 req, ilvl 58

Current: 5% Chance to Cast Level 3 Frost Nova when Struck, lvl 9 req, ilvl 12
Change to 3 ranks of Chance to Cast Frozen/Shiver/Chilling Armor when Struck:
10% Chance to Cast Level 1 Frozen Armor, no lvl req, ilvl 3
10% Chance to Cast Level 10 Shiver Armor, lvl 21 req, ilvl 28
10% Chance to Cast Level 5 Chilling Armor, lvl 39 req, ilvl 46

Add 3 ranks of Chance to Cast Level 10 Shout when Struck:
5% Chance to Cast Level 10 Shout, lvl 15 req, ilvl 20
10% Chance to Cast Level 10 Shout, lvl 26 req, ilvl 28
15% Chance to Cast Level 10 Shout, lvl 39 req, ilvl 42

Add 3 ranks of Chance to Cast Level 20 Taunt when Struck:
5% Chance to Cast Level 20 Taunt, lvl 26 req, ilvl 35
10% Chance to Cast Level 20 Taunt, lvl 39 req, ilvl 46
15% Chance to Cast Level 20 Taunt, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Level 1 Battle Cry when Blocking:
5% Chance to Cast Level 1 Battle Cry, lvl 26 req, ilvl 28
10% Chance to Cast Level 1 Battle Cry, lvl 39 req, ilvl 42
15% Chance to Cast Level 1 Battle Cry, lvl 52 req, ilvl 58

Changed most effects to be more defense oriented, leaving only Charged Bolt as a damage dealing effect, but leveled so that higher levels have a greater chance of putting enemies in hit recovery. Energy Shield and Cold Armors being the replacements. Added thematic warcries as other effects. Because of power and duration of Battle Cry it doesn’t work well as an on Struck effect but would be balanced if you made it work on block.

Amulets:
Current: 10% Chance to Cast Level 3 Hydra when Struck, lvl 30 req, ilvl 40
Change to 3 ranks of Chance to Cast Hydra on Striking:
15% Chance to Cast Level 3 Hydra, lvl 30 req, ilvl 40
15% Chance to Cast Level 6 Hydra, lvl 42 req, ilvl 50
15% Chance to Cast Level 10 Hydra, lvl 54 req, ilvl 60

Current: 5% Chance to Cast Level 3 Frost Nova when Struck, lvl 9 req, ilvl 12
Change to 3 ranks of Chance to Cast Thunder Storm when Struck:
5% Chance to Cast Level 1 Thunder Storm when Struck, lvl 26 req, ilvl 28
5% Chance to Cast Level 5 Thunder Storm when Struck, lvl 39 req, ilvl 42
5% Chance to Cast Level 10 Thunder Storm when Struck, lvl 52 req, ilvl 58

Current: 10% Chance to Cast Level 3 Charged Bolt when Struck, lvl 4 req, ilvl 6
12% Chance to Cast Level 4 Charged Bolt when Struck, lvl 12 req, ilvl 16
14% Chance to Cast Level 5 Charged Bolt when Struck, lvl 19 req, ilvl 26
Change to 3 ranks of Chance to Cast Level 1 Weaken when Struck:
5% Chance to Cast Level 1 Weaken when Struck, lvl 12 req, ilvl 16
10% Chance to Cast Level 1 Weaken when Struck, lvl 19 req, ilvl 26
15% Chance to Cast Level 1 Weaken when Struck, lvl 26 req, ilvl 36

Current: 5% Chance to Cast Level 3 Chain Lightning on Attack, lvl 18 req, ilvl 25
8% Chance to Cast Level 3 Chain Lightning on Attack, lvl 26 req, ilvl 35
8% Chance to Cast Level 5 Chain Lightning on Attack, lvl 33 req, ilvl 45
Change to 3 ranks of Chance to Cast Level 12 Confuse on Attack:
5% Chance to Cast Level 12 Confuse on Attack, lvl 26 req, ilvl 35
10% Chance to Cast Level 12 Confuse on Attack, lvl 39 req, ilvl 46
15% Chance to Cast Level 12 Confuse on Attack, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Slow Missiles when Struck:
15% Chance to Cast Level 1 Slow Missiles when Struck, lvl 12 req, ilvl 16
15% Chance to Cast Level 5 Slow Missiles when Struck, lvl 26 req, ilvl 36
15% Chance to Cast Level 14 Slow Missiles when Struck, lvl 39 req, ilvl 46

Add 3 ranks of Chance to Cast Level 13 Terror when Struck:
5% Chance to Cast Level 13 Terror when Struck, lvl 26 req, ilvl 36
10% Chance to Cast Level 13 Terror when Struck, lvl 39 req, ilvl 42
15% Chance to Cast Level 13 Terror when Struck, lvl 52 req, ilvl 58

Rings:
Current: 10% Chance to Cast Level 3 Charged Bolt when Struck, lvl 4 req, ilvl 6
12% Chance to Cast Level 4 Charged Bolt when Struck, lvl 12 req, ilvl 16
14% Chance to Cast Level 5 Charged Bolt when Struck, lvl 19 req, ilvl 26
Change to 3 ranks of Chance to Cast Level 1 Weaken when Struck:
5% Chance to Cast Level 1 Weaken when Struck, lvl 12 req, ilvl 16
10% Chance to Cast Level 1 Weaken when Struck, lvl 19 req, ilvl 26
15% Chance to Cast Level 1 Weaken when Struck, lvl 26 req, ilvl 36

Current: 5% Chance to Cast Level 3 Chain Lightning on Attack, lvl 18 req, ilvl 25
8% Chance to Cast Level 3 Chain Lightning on Attack, lvl 26 req, ilvl 35
8% Chance to Cast Level 5 Chain Lightning on Attack, lvl 33 req, ilvl 45
Change to 3 ranks of Chance to Cast Level 12 Confuse on Attack:
5% Chance to Cast Level 12 Confuse on Attack, lvl 26 req, ilvl 35
10% Chance to Cast Level 12 Confuse on Attack, lvl 39 req, ilvl 46
15% Chance to Cast Level 12 Confuse on Attack, lvl 52 req, ilvl 58

Add 3 ranks of Chance to Cast Slow Missiles when Struck:
15% Chance to Cast Level 1 Slow Missiles when Struck, lvl 12 req, ilvl 16
15% Chance to Cast Level 5 Slow Missiles when Struck, lvl 26 req, ilvl 36
15% Chance to Cast Level 14 Slow Missiles when Struck, lvl 39 req, ilvl 46

Add 3 ranks of Chance to Cast Level 13 Terror when Struck:
5% Chance to Cast Level 13 Terror when Struck, lvl 26 req, ilvl 36
10% Chance to Cast Level 13 Terror when Struck, lvl 39 req, ilvl 42
15% Chance to Cast Level 13 Terror when Struck, lvl 52 req, ilvl 58

Yea, I was shocked when I realized whirlwind was a single target skill