So this post about Uber Abby was tangentially talking about an issue that I’ve been sitting with in my brain for a while and thought I’d try to barf it up into something attempting a coherent idea/thought on this subject. I’ll try to keep this relatively concise.
I am a massive melee style fan, all the way back to my days in the 70s with TTRPGs and most definitely all through my years (broken by long dry spells of none) of computer gaming (Apple IIe Castle Wolfenstein for the win.)
The big problem as I see it, is actually not technically one of mechanics and too much AoE. Those are all there, of course, and all contribute to the underlying aspect that companies don’t seem to get real melee battles “right.” It’s actually one of PERCEPTION from both gamers and the developers.
The video below is the feel I want from a melee character.
The important word there is ‘feel.’ As in tone, theme, style (not so much ‘emotional’ feel.')
Two major components of all aRPGs that have become ubiquitous with the genre are ‘adds’ and ‘speed.’ I used to argue for games that had slower combat (it’s why to this day I still think Wolcen’s combat actually felt the best of any aRPG I’ve played especially from the standpoint of melee.) But I no realize that is never going to change, this need for ‘faster’ which necessitates mechanics that make progress go quicker the MORE you kill which then necessitates putting in more adds which then leads towards AoE naturally clearing trash mobs faster.
So how do you give a melee feel to this?
I think designers could look at better giving skills and abilities that under the hood are clearly AoE spells but have the feel of melee “style.” To use LE skills as an example, skills that pull enemies in followed by a sweeping blow that slices everything in half, like Flame Reaves Infernal Calling node, do this better (animations could lean into this much better as well to sell it) than say, skills like Healing Hands (either as spell damage or turning into melee) because AoE “disguise” is barely even there.
Weapons are often used as just stack sticks, (d4’s newest season literally dropped all defining implicit on weapons) which is a shame because it is one place that could make play style identity really shine.
And the environment. In the video, if this wasn’t a fight between a boss and three npcs, imagine a horde of spiders and the figher sweeps his blade with full force, knocking a dozen of them back and off the edge of that overhang, killing them in an instance. Melee feel, AoE clear.
And has there every been any though to dynamics? Maybe it’s too time consuming? But in todays day, especially with AI processing, would there be a way to know that a character is a melee build (like our fighter below) and instead of throwing 300 3xp mercenaries into the frey it throws 3 300xp mercenaries.
I also realize that LE won’t necessarily change this, nor will anything currently on the market but I still feel like companies making attempts to address this (or maybe I’m naive and they really just don’t care) are going at it from the vantage point of how they game is currently played and not thinking outside the box to get at what MAKES melee feel like melee. i.e. just because this is how it’s ‘always’ been doesn’t mean its the only way it has to be.
Just food for thought. I have no doubts at all that we’ll all have opinions about this, yay, nay, constructive, or not.