Melee Suggestion

Hello i have been enjoying Last Epoch since around the .9 release. Right now the feel of the ranged classes is about right but the feel of melee not so much. The biggest reason for this is that after you kill your first targeted enemy or the enemy moves away you are just standing there attacking air until you move. My suggestion is for you to tie together moving and attacking. This would make it so that if the target dies or moves away there is less of a break in the flow of the action. Granted i do not know if this is possible but i would like to see it as it would improve the classes that have to get close to do damage.

There is an option for that. One of the very first options that you can see when you open the Settings menu is ā€œmove to melee attack enemies that are out of rangeā€.
Otherwise, even with that option untoggled, melee feels very smooth for me in Last Epoch. When there is an enemy in range for you to melee attack it with whatever skill, but you arenā€™t even close to target it with your mouse, you will automatically attack it anyway unless you are specifically targeting something else.

Thatā€™s not exactly what OP wants, tho. This works only partially, because you still need to aim on another enemy for the character to move and go attack it.

But what he wants is already possible as well. It used to be kinda wonky, but worked fine, dunno if they made any improvements on this option since I last tested it a long time ago.

So, thereā€™s this button you can click and setup a skill to be tied together with movement button, so if game detects an enemy on mouse, character will be attacking instead of moving.

Move or Attack button

Well, the game ainā€™t going to play itself, is it?

No it isnā€™t.
But OP specifically stated what he wanted, which is already possible, and youā€™re talking about a whole different option.

I will have to look for this setting after work. When i checked yesterday i didnā€™t see it. This might be a step in making melee feel smoother for me.

That setting did help but its still not as smooth as i was hoping it would be.

stop moving = easier to die. My loot filter is very liberal as I enjoy mousing over drops. I notice whenever I do, thatā€™s when trouble happens.

too many artillery echos and monsters that do bonky 1 shot damage damage

maybe if after you killed something you got a DR shield?

The issue is that maps with artillery drop items at all. If they are trying to create an experience where you are constantly under pressure to keep moving, itā€™s already enough pressure that you (especially as melee) need to stop to kill mobs.

Having chests, runemages, etc in the mix just ramps up the ā€˜just fucking annoyingā€™. If theyā€™re going to have spires, leave the rewards till the end.

Like arena. Except, make the rewards not suck. And when they do that, make arena rewards not suck as well.

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You donā€™t have to be constantly moving. ā€œArtilleryā€ in echoes stops firing after you stop. Can be used for safe nemesis interaction for example. You can also build enough mitigation to take the hit and heal back to full via regen.
The reason people keep moving is to be efficient with time spent per echo, but nothingā€™s preventing you from making short stops for loot :slight_smile:

@megaflare20 did you try this?

They stop if you havenā€™t used a skill in the last 4 seconds (or possibly havenā€™t taken damage in the last 4 seconds).

Both.
On discord they said itā€™s 3 seconds of not being in combat = not using an ability, hitting something, or being hit by something.

ā€¦and not having minions.

Thatā€™s not the case for me at leastā€¦ I tested this playing Forge Guard minions, with the ring that auto casts Sigil of Hopeā€¦ If I didnā€™t use any skills myself and the minions werenā€™t attacking anything, the spires would just stop shooting.

Thatā€™s interesting 'cause last time I checked/used an idol that cast Maelstrom every 5 seconds the spires didnā€™t stop shooting.

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Well, last I checked was in 1.0, I think, with necro minions. And it definitely didnā€™t stop shooting then.
Maybe it was changed for 1.1? Maybe itā€™s an issue for some minions and not others? No idea and Iā€™m too lazy to try it out :stuck_out_tongue:

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I do appreciate the effort to help. Honestly. Thank you. Now, that these trees are out of the way, letā€™s talk about the forest.

Did any of you ask yourself if you found dancing around with your hands in your pants just to interact with something fun?

Did you enjoy it? Did you think to yourself later, ā€œgosh Iā€™m glad there are artillery mapsā€?

I answered ā€˜noā€™, to all of those questions. So I tried to think of ways that the game mechanic can change so that, best case, I start to enjoy it, worst case, I hate it less.

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After playing with the move to melee range option i think the biggest change that could help with that is make it so that when your target moves away your character will move towards it. Im not a big melee player so im just trying to think of what can be done to improve that system. As for the arty maps, the biggest thing i can think of to improve it would be to give invulnerable status while interaction with a harbinger and let it persist for 1 to 2 sec afterwards to prevent 1 shots from it.

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i have played a bit of melee and with a crowd of opponents closing to attack is tricky as you have to aim a bit behind the target to move in and sometimes it targets an opponent you canā€™t get close enough to attack in that crowd so traversal skill usage is preferred to close in at crowds of enemies. as seeing the cursor at this time can be hard at times moving it closer to you to be able to attack is not so easy.

Was it skeletons with bone armor?