At my feelings, game was balansed with watching on builds what need to be fixed (ranged ward sustain builds with 50k+ ward while attacking (wtf) and invulerable by bugs rogue builds). And this is reason why game looks boring and unfair for many people. Just imagine, u want to play on melee build, u done with acts and go to monolith, u have no ward sustain, during boss fights u try to dodje all attacks, look for safe dmg windows what actually 1/5 of all time on many bosses and finally, with much effort, u kill that boss. After u go on twitch where 90% of people play on ward sustain build and just afk spam 1 buton for kill this boss much faster with no efforts and with trash items. And ofc you wondering, what advantage you got by choosing a melee build with no ward sustain, what have much less safe timings for do damage? Answer: u got NO advantages with this choice.
What is solution of main balance problem at my opinion? Full ward rework, ward need to be capped like HP on every build and u need to rebalance all bosses and mobs by looking not on top ladder players, who used bugs and 50k ward bulds for do content. Look on defolt endgame HP based build and keep in mind, what content what u made, want to be enjoyable not only for ranged builds. āMeleeā is a huge disadvantage for any build and in contrast to this disadvantage there should be a huge plus for this choise (defolt huge plus for melee is survivability, but if you come up with other options, it will be fine).
Are you sure youāre watching builds from this patch? It should be very rare, if not impossible, to have that much.
I had a build in 1.0 just for fun which did 40k ward and now I canāt get more than 6k.
Ward might need a little more adjustments, but itās been brought down a lot with 1.1.
You should fix your resistances. 36% isnāt going to cut it in Monoliths.
I know that unique sword saying āChance to cast Smite on melee hitā looks nice, but that doesnāt mean itās a good sword for a melee build. You can base your build around an item yes, but it still has to make some sense.
Right now youāre lacking melee AND spell damage, you have no attack speed or cast speed, and your Healing Hands has -32% cast speed penalty, so itās not āMeleeā that has a disadvantage, itās your stupid build that has a disadvantage.
Before you go on an outdated tangent about Ward, think about spending your time working on your own character.
I have enough damage on bosses and have 75%+ all res without activation paladin aura idk where u look on my build, but u donāt got all info about it. All my skills āHealing handsā, āSmiteā and 1 more skill from aura wasnāt cast directly, they autocasted with āRiveā attacks (āHealing handsā 100% chance, āSmiteā 42% and ā1 more skill from auraā every 5 hits), so i donāt need cast speed, only attack speed and +spell damage. So before you start teaching someone, first make sure that you are knowledgeable enough yourself.
Biggest trouble, that i have no time to do dps on bosses, cause them spam their abilities and just flying in arena, while all ranged builds just stay and do their dps i need to play catch-up with boss and with this fact, i havenāt any advantages with melee build, all what i got with HP based melee build is artificial complication of the game, taking into account the lack of comfort
He saw it here:
You have 4 characters this cycle but that is the only one above level 15, so I imagine itās the one youāre talking about.
To be fairā¦ you focus a ton on attributes, which is great during end-game but absolutely not during the campaign.
Ever playing any diablo-clone outside of D4 it shouldāve taught youā¦ EHP + resistances are key at any time. Donāt have them and youāre dead. DPS as much as possible after defenses.
Itās entirely in you there, after all the game gives you feedback when something goes awry with your build, you just chose to ignore it.
And yeah, some classes are ward heavy, their focus is on the mechanic after all, also those classes are still prominent since people played them last cycle and are used to them which leads to them being overly presented.
Itāll shift a bit, and especially Paladin is a class which is one absolute monster in terms of life builds, able to go past 1k corruption without issue depending on how you build it, without much effort too.
Yup, I saw it on LE tools. Physical and Void resistances arenāt 75%+ there.
Bold of you to assume I donāt know how Healing Hands works, given that I play Healing Hands myself.
In fact itās real simple - you think that āMelee is a huge disadvantageā (it isnāt), so not being melee is just one of the solutions you can do. That involves cast speed, so I mentioned it.
Your experience was bad, because your build was bad. We can fix your build, youāll have a better experience, and everyone will be happy
Understand, site just donāt show paladin aura effect, i have 75%+ all res (+30% void res on belt, which is not worn on my character). So all res was 75%+.
Site donāt show holy aura effect, so i have 75+ res with it and belt what i donāt wear (with +30 viod res) . I knew what paladin can do 1000+ corrupt with self-cast spells, but i speak about any melee build, what canāt stay in range and do dps. Any 99% of playable builds are ranged.
No 100% uptime, being hit during downtime - which will very likely happen - is as if you have the ones which are stated there.
Timed resistances arenāt a very good mechanic, DPS works since you still get a even distribution over time, with defenses though you run into one-shot territory from it.
I have a non-trap based Jhelkorās blast knife build, which is my favorite build. You canāt get more melee then that since the melee range is the lowest existing in the game since Iām using daggers which canāt hit the models half the time since Iām too close or too far away.
I know exactly the struggles of meleeā¦ so I also know that thereās a good chunk of other melee builds out there which do a ton better then my weak 240 corruption scuffed setup I madeā¦ which I limited myself with since I wanted a very specific playstyle no matter the downsides.
100% uptime, activating holy aura just give 2x holy aura effect. And without activating i have 75+ res
āRight now youāre lacking melee AND spell damage, you have no attack speed or cast speed, and your Healing Hands has -32% cast speed penaltyā
So u check my build and say it
āBold of you to assume I donāt know how Healing Hands works, given that I play Healing Hands myself.ā
If u know how it works, explain to me, for what i need a cast speed if a have maxed āClericās hammerā on healing hands? xd
@Kulze Resistances from aura are passive. You have it 100% of the time, even without āactivatingā the aura.
The link from DjSamhein doesnāt account for the auraās effects, but if you open the planner, it does account for them. You can also activate the aura in the planner, which doubles the bonuses
If the missing belt provides Void, then itās still missing Physical.
You need cast speed to stop being a melee build. You said:
Itās very obvious you donāt like playing melee, because you think that you only get disadvantages from being a melee, so the logical solution is to NOT be melee. Real simple, just like I said.
Plus if youāre trying to be a melee build, Iād think turning Healing Hands into a melee skill (i.e. Seraph Blades) might be more synergy, that way all the āmeleeā stuff youād be grearing for to be melee would benefit Healing Hands.
Good to know! Something new learned. Thanks for that.
My bad with the mistake there.
Yeah I was curious about that too. But then I saw he also has points in the āspell damage with shieldā passive, which doesnāt really fit into melee at all, so I thought either heās doing some kind of hybrid, or itās a work in progress and heās undecided.
I think heās using rive to proc healing hands and smite. Heās banked STR so thatās more spell damage from the Sword. But HH probalby isnāt doing much damage (or it might be) but I think Smite is his main damage dealer. If he changed HH to a melee attack I think that might make more procs for smite?
correction: faster procs of smite, not more procs.
Iām not sure about that.
If Smite is the main damage dealer, then heās probably using HH to area clear, since Smite is single target. Swapping it to melee would make it a cone in front of you rather than a circle centered on the enemy, so his aoe would diminish.
Like you said, he wouldnāt get more procs of Smite by switching HH to melee, because Rive is a 3-hit combo already and the Sword passive has a limit for 3 smites/sec. So it boils down if he wants to go melee scaling or spell scaling.
I have a suspicion the devs do not play the game themselves. Which is why they would go along and nerf what ever was most popular. Some extremely op combos where not touched because we kept them to ourselves.
Eg: Profane Orb Veil, necrotic torment, was generating thousands of ward by stacking dex, and gaining 2 ward per dex, per second + all normal mana gen, without needing to feed on minions. Just had to stack dex and %cooldown reduction, to be able to spam it constant
Eg: Blade Dancer, with cold mines with the unique converting flask to frostbite (Vial of volatile ice unique] dealing massive damage
I was thinking of specifically making guides on them, but chose not to, to see if they would be nerfed significantly. Devs fell into my trap.
We get a weekly stream by one of the main devs playing the game for hours on stream while answering questions from the community.
Wellā¦ if Iām not aware of something I canāt do something about itā¦ can I now?
Itās not really a genius deduction for that