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I don't really even know what a summoner build is, though. Summoning seems too weak on its own to be the only thing you rely on. I do keep summons active but I focus on ranged or magic as they're really powerful.
But yea, like many other games like this, melee is going to be tough. Melee works great for exploration though :)
Summoner builds straight up do more dps and are playing from half a screen away.
In exploration the non-melee builds still have the edge.
For example, if you are fighting archers the projectiles are far more difficult to dodge when close than when ranged. If you hide around a corner with a greatsword they'll almost always get a shot off before you can 1 shot them as they fire instantly (unlike the mage apprentices for instance).
If you are playing from ranged this is never an issue. You are just always significantly more safe while also still doing more dps (and damage overall as you pretty much have full uptime vs a melee who only has uptime when in melee range)
I'm sure it's not a super simple cut and dry EZ fix but there needs to be something...
It feels very bad to have no actual edge over a ranged or summon build. You could maybe say you are tankier as the melee oriented gear gives a bit more armor but that really doesn't matter at all considering you are substantially more likely to take damage if playing as melee. Either way you'll be dead generally in 4-6 hits from just about anything if it is around the progression zone.
Now if the melee gear made you twice as tanky as the non-melee gear... sure that'd be significant (if it was dmg reduction and not just HP) but as it is right now it doesn't make you nearly beefy enough to be worth mentioning imo
This would allow you to get into or out of range more easily and even sort of serve as a bonus for using melee but only if you're skilled enough to use it.
Maybe they should do even more DPS and be even tankier. But saying that there is no advantage is definitely not true.
If you stand around a corner and wait for a ranged mob to come around, they will always get a shot off on you, yes. That's not how I deal with ranged enemies as melee, and they rarely get a hit on me :/
Higher DPS you can't utilize without killing yourself is, like a dead dps, pointless.
With archers I just use zephyr boots and juke the arrows as they don't have crazy tracking. They usually don't land hits. But it is undoubtedly harder to deal with them as a melee.
However, that doesn't work in raids. The archers in raids do have good tracking and will generally hit you at least 1 time if you try going melee with them.
What I was trying to point out was that those dps and armor advantages are meaningless.
Around my current progression area we are doing 300~ dps.
I'm getting these numbers from the "hard" setting, so +30% dmg taken.
Say a summoner is doing 300 dps. Their uptime is extremely high. They are probably doing nearly 250-280 dps by the end of a boss fight.
A melee user, tbh, I'd be very surprised if they were even at 150. Bosses move... A LOT. Usually constantly. And the greater danger you are in means you're much more likely to take some hits.
5-10 armor may let you live for at most 2 more hits. But this is meaningless because you aren't playing at ranged. It is far easier for enemies to hit you when you are in melee range. So being able to die in 5-6 hits instead of ~4 is really not a big deal.
Take the Swamp Guardian for example:
Not only is it shooting constant projectiles and bombs but standing close means the boss's body will loop back to hit you again and be close. This leaves opportunities for the boss to juggle you between 2 sections of it's body. You have to be close in order to deal dmg though...
Say everything goes fine and you're dodging the boss like a god, well those projectiles are spawning non-stop in your face the entire fight. You will not dodge them that close.
Some? Sure.
Most? Possibly...
All? No.
But from ranged dodging all the projectiles becomes a lot more feasible. Especially if you can just run away the entire fight and not be slowed by your own auto-atks (summons).
So does it really matter that you have 10-20% more armor than the ranged guy?
The benefit is relatively insignificant
Also, Fair, I appreciate you being on the boards and engaging. Whether you agree with me or not.
There are also bosses, like the Swamp Guardian and other multi segment bosses where melee is the best build.
Playing on hard or brutal also makes it significantly more difficult, because your armor doesn't scale with the difficulty. Maybe you can do a little bit of tanking on hard. But on brutal your only option is to dodge, which will be super hard as melee.
I guess it comes down to my philosophy on the playstyles. Which is that I don't think it's a bad thing that melee exists as a different, but harder playstyle where you have to think more about your movement, build etc.
That would be a problem if for some reason you only want to play melee. But in that case you can always just reduce the difficulty :)
For DPS are you taking into account that a melee build will have 1-2 summons in play as well?
How so?
Sure, getting to hit the thing 3-5 times per swing with a Greatsword is nice
but... you're going to get hit while charging that.
Or if you aren't using GS at all, again you are in closer to the projectile spawns so they are much harder to dodge all fight.
The problems I've described before will still be true in the lower difficulties, it will still be notably easier to just play non-melee.
The thing is that this boss is pretty much always next to you and you mostly only have to worry about the head not smacking you so you can stay next to it and keep hitting it with pretty much whatever.