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Poll > Melee Enhancement Suggestion > Similar To Aoe, But Not As Powerful
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Jul 11 2010 11:38pm
Hmm yeah a bonus for melee chars based on prof would be rly nice
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Jul 12 2010 12:20am
[X] Needs more thought

I think it would need to be a bit more thought out as far as the point per rank system goes
base it on the caster AoE chart but dumb it down by 50% would probably be a good way to start it off

for instance

if a caster gets a 2% chance to AoE, melee should get a 1% chance to (as 1 person suggested) hit an adjacent mob for x damage (x being weapon damage without crit)

like the basic idea though
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Jul 12 2010 01:43am
Quote (Natester @ Jul 12 2010 01:51pm)
Yes, I would love to see some sort of prof bonus for melee characters. :D


Quote (NormanBates @ Jul 12 2010 02:15pm)
that would be good!


Quote (Svartermetalisk @ Jul 12 2010 05:38pm)
Hmm yeah a bonus for melee chars based on prof would be rly nice


Concur

Quote (StealinHerHeart @ Jul 12 2010 06:20pm)
[X] Needs more thought

I think it would need to be a bit more thought out as far as the point per rank system goes
base it on the caster AoE chart but dumb it down by 50% would probably be a good way to start it off

for instance

if a caster gets a 2% chance to AoE, melee should get a 1% chance to (as 1 person suggested) hit an adjacent mob for x damage (x being weapon damage without crit)

like the basic idea though


Thanks...

It is a basic idea, and the implementation of it is basic, but effective in its' approach.
1. Not overpowering
2. Easy to code
3. Not as effective as AoE

There is no way to figure out which monsters are adjacent to the melee character at all... considering you can attack the last column in a wave of 9.
So... with that said, adjacent is out of the question.
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Jul 12 2010 03:12am
Yes from me but could use some more ideas to help this one out.
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Jul 12 2010 04:40am
i dont really see the point, u cata with the rich and famous = hyper speed. u cata w/ beggar/leechers = snail mq. this change only benefits the rich. i'd rather see changes that makes the game easier for nubs in a way that doesnt make an easy game easier for the rich.
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Jul 12 2010 05:21am
Quote (eriot @ Jul 12 2010 10:40pm)
i dont really see the point, u cata with the rich and famous = hyper speed. u cata w/ beggar/leechers = snail mq. this change only benefits the rich. i'd rather see changes that makes the game easier for nubs in a way that doesnt make an easy game easier for the rich.


Guess you did not see this part:

Take into consideration that people that do not have any Ranks in a melee weapon, still have the following chance:
Based on Rank0 to Rank6 and full group

5% Chance +1 additional strike
4% Chance +2 additional strikes
2% Chance +3 additional strikes
_____________

This makes it easier in a sense for new people... they will still have a % chance to be a little bit more effective during catacombs, even if their gear is not great.
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Jul 12 2010 03:01pm
More input please... thank you.
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Jul 12 2010 03:31pm
A couple things I do not like:
-"Reward only given for every 7 Ranks." Every achieved rank is an acomplishment, and every achieved rank should be equally treated with a reward. I would hate having to achieve 7 ranks inbetween noticing any difference at all. And the jump of noticable difference between eavery 7 ranks would be too great. IMO, every rank needs to have a reward just like every rank in casting adds a small percentage increase to your chances of casting an AoE attack.

-"Multiple hit actually hitting more than one monster." If something like this was to happen for melee based characters, it should be restriced to only 1 Monster that the multiple hit would work for. Reason being for one, Melee is infinite and not limited by Mana as casters are. Melee needs to be weaker to significantly weaker because of this. Also because if the multiple hit hit multiple monsters, you really start degrading the integrity of catas by making them WAY to easy when both casters and melee are attacking multiple mobs. It is not necessary.


I did not vote because the way it was laid out orginally, being the way we are supposed to vote on it, I do not completely agree with. Though I see you are on the right track, and the idea can be made to work, I do not agree with some points so I will not Vote. Otherwise if I did, I'd vote no because I do see major flaws as I described.

E: I guess the "Needs more thought" option is good enough for me, so I selected and voted for that since it needs more thoughts and tweaks and changes IMO.

This post was edited by MrMoJoRising on Jul 12 2010 03:32pm
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Jul 12 2010 05:06pm
Quote (MrMoJoRising @ Jul 13 2010 09:31am)
A couple things I do not like:
-"Reward only given for every 7 Ranks." Every achieved rank is an acomplishment, and every achieved rank should be equally treated with a reward. I would hate having to achieve 7 ranks inbetween noticing any difference at all. And the jump of noticable difference between eavery 7 ranks would be too great. IMO, every rank needs to have a reward just like every rank in casting adds a small percentage increase to your chances of casting an AoE attack.

-"Multiple hit actually hitting more than one monster." If something like this was to happen for melee based characters, it should be restriced to only 1 Monster that the multiple hit would work for. Reason being for one, Melee is infinite and not limited by Mana as casters are. Melee needs to be weaker to significantly weaker because of this. Also because if the multiple hit hit multiple monsters, you really start degrading the integrity of catas by making them WAY to easy when both casters and melee are attacking multiple mobs. It is not necessary.


I did not vote because the way it was laid out orginally, being the way we are supposed to vote on it, I do not completely agree with. Though I see you are on the right track, and the idea can be made to work, I do not agree with some points so I will not Vote. Otherwise if I did, I'd vote no because I do see major flaws as I described.

E: I guess the "Needs more thought" option is good enough for me, so I selected and voted for that since it needs more thoughts and tweaks and changes IMO.


This is the type of input I like... it gives me thought on other peoples views, it also helps me to look at other structures.

@ Ranking structure... even though I concur that each rank should be recognised, the structure needs more balance, hence the 7 Ranks... looks like I have to get my old post up and running again, regarding "Sub-Proficiencies" and work out a viable % increase in those areas.

@ Multiple hits: Limiting it to 1 monster was a thought, especially when confronting "Sneaky Shell"... I need to think more on whether it would be overpowered.

Here are some other thoughts that I had previously thought of while I read what you wrote.

1. Increase the defense of the melee character base on a % formula per Rank, and also by number of people in Catacombs
... Note that when solo'ing, the higher ranks can also help the melee character.

Rank1-5
0.20% increase per Rank to gain 1% Enhanced Defense for 5 seconds (new hidden skill only related to the melee ranks, not found on items) to both physical / magical
0.20% per person in catacombs
= 1-2% chance to gain 1% Enhanced Defense for 5 seconds
Rank5 you automatically gain 1% Enhanced Defense for 5 seconds

Rank5-10
0.25% increase per Rank to gain 2% Enhanced Defense for 5 seconds
0.25% per person in catacombs
= ??% Round Down
Rank10 you automatically gain 1% Enhanced Defense for 5 seconds

etc

2. If we take my suggestion, but incorporate a "Special" attack to trigger it, and it also consumes mana.

Note I have not put everything down, so I will work out some of the flaws that I can see coming from them... well hopefully see.

This post was edited by izParagonzi on Jul 12 2010 05:06pm
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Jul 12 2010 05:17pm
Quote (Ensane @ Jul 11 2010 05:23pm)
i like the thought of something new for melee but imo it should be something thats good for solo not catacombs

the reason i say this is because melee has always been good in catas, casters could only heal before

but melee is not as good( as in as fast not as in how many chains) as caster in cata or solo now and i think they need to be upgraded in the solo part of the game now

maybe like every 5% in melee they get +1 lifesteal which means 30+ prof they would have 6 lifesteal which would not be overwhelming good but still good for solo and a nice add

sry if you think im taking over your thread i can promise you that was not my intent :)


I personally already think melee is the dominant solo player ever since the addition of magical damage reduction. Melee is faster and if you make hybrids for soloing, you can full chain better than any other class.

Melee is better solo, caster is better in catacombs.
Nice healthy balance :thumbsup:
No need change in my opinion.
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