Stolen Realm

Stolen Realm

View Stats:
Crim Apr 18, 2022 @ 12:52am
Melee in this game
How do people feel about melee weapon in this game? I want to feel everyone perspective on it

So far, I personally see that Melee and Ranged mostly have very similar stats, area of effects, and potential...

Which kinda implies Ranged is strictly better
< >
Showing 1-15 of 22 comments
azure.symmetry Apr 18, 2022 @ 5:09am 
I use melee to distract enemies so my melee fighter can use the CLEAVE ability (half-circle attack 3 targets). In the meantime, if 2 or 3 enemies go for my melee hero, I prepare an area of effect spell with my mage (either FIREBALL or FROST NOVA). Then my ranger puts the finishing touch with VOLLEY.
Ranged attacks generally feel pretty "free" in the way that you don't need to be in much danger to use them.
Personally I really think different weapons should have different effects or even ranges.
I think a good Melee quality of life/buff would be a welcome addition to this game.
Maybe make poleweapons have +1 range? Maybe a whole triangle of physical damage types need to be introduced to make it matter more what weapon you use? (ie: blunt/pierce/slash)
Crim Apr 18, 2022 @ 7:43pm 
Originally posted by azure.symmetry:
I use melee to distract enemies so my melee fighter can use the CLEAVE ability (half-circle attack 3 targets). In the meantime, if 2 or 3 enemies go for my melee hero, I prepare an area of effect spell with my mage (either FIREBALL or FROST NOVA). Then my ranger puts the finishing touch with VOLLEY.
Yea, but while you're Cleaving for at most 3 targets

Wizards are exploding for everything in every direction for 2-3 spaces

Not to mention, they can also blast like this from ranged
Ratta Apr 18, 2022 @ 8:27pm 
i am pretty positive that melee has the higher single target damage, my toons r wearing lvl 34 stuff and the melees crit up to 40k damage on an autohit, i highly doubt that spelldamage in that lvl range gets u there in any way shape or form
Crim Apr 18, 2022 @ 8:58pm 
Originally posted by Ratta:
i am pretty positive that melee has the higher single target damage, my toons r wearing lvl 34 stuff and the melees crit up to 40k damage on an autohit, i highly doubt that spelldamage in that lvl range gets u there in any way shape or form
Most of those buffs that are boosting crit damage affect spell damage
All of them affect ranged damage

Lightning in particular will probably crit harder than that since Shock affects Crit Dmg
Ratta Apr 18, 2022 @ 9:19pm 
but the base damage on my melee attack in combat is just so much higher the tooltiüp in town on my basic attack states it does up to 2k damage the highest ability in magic on tooltip goes up to 700 for me in town
Crim Apr 18, 2022 @ 10:11pm 
Originally posted by Ratta:
but the base damage on my melee attack in combat is just so much higher the tooltiüp in town on my basic attack states it does up to 2k damage the highest ability in magic on tooltip goes up to 700 for me in town
That's absurdly low for magic damage, do you have damage increasing abilities?

Like I said... all the damage buffs affects magic

You can go all the Warrior Passives and then just use a Gun or Magic
JJ  [developer] Apr 19, 2022 @ 8:21am 
We have some things in store for melee that will make them more viable. One of them being a Charge skill.
Crim Apr 19, 2022 @ 12:24pm 
Gap Closing would be nice, but we can already Gap Close with other branches

We need to honestly be just strictly higher damage than ranged options.

Like a direct ~15% damage boost
Big Mad Wolf Apr 26, 2022 @ 3:06pm 
Rogue crit build so far seems to offer the highest DPA, if you dualwield and put all 3 elemental enchantments on that guy. My rogue does about 400 damage with his two autoattack, when he crits at level 6/7.

The big issue is, on Boss and higher difficulty so many auras just casually kill your stealth. Also not sure why teleporting yourself kills your stealth but not patient hunter.
Crim Apr 27, 2022 @ 2:03am 
Originally posted by Big Mad Wolf:
Rogue crit build so far seems to offer the highest DPA, if you dualwield and put all 3 elemental enchantments on that guy. My rogue does about 400 damage with his two autoattack, when he crits at level 6/7.

The big issue is, on Boss and higher difficulty so many auras just casually kill your stealth. Also not sure why teleporting yourself kills your stealth but not patient hunter.
You can basically do the exact same build, but replace your melee with ranged
Big Mad Wolf Apr 28, 2022 @ 9:15am 
Originally posted by Talamare:
Originally posted by Big Mad Wolf:
Rogue crit build so far seems to offer the highest DPA, if you dualwield and put all 3 elemental enchantments on that guy. My rogue does about 400 damage with his two autoattack, when he crits at level 6/7.

The big issue is, on Boss and higher difficulty so many auras just casually kill your stealth. Also not sure why teleporting yourself kills your stealth but not patient hunter.
You can basically do the exact same build, but replace your melee with ranged

Most of the thieves require melee weapons though, if I am not mistaken.

3x 100% Evasion with guaranteed counter attack seems to work quite nicely though, better then relying on stealth.
Crim Apr 28, 2022 @ 1:10pm 
Originally posted by Big Mad Wolf:
Originally posted by Talamare:
You can basically do the exact same build, but replace your melee with ranged

Most of the thieves require melee weapons though, if I am not mistaken.

3x 100% Evasion with guaranteed counter attack seems to work quite nicely though, better then relying on stealth.
I legit did a similar build, mainly focused around using the insanely overpowered Fade

That build works with both guns and magic, and let me tell you... a Fireball or Chain Lightning with that combo will delete the entire room from far away.
Big Mad Wolf Apr 28, 2022 @ 2:17pm 
Crit in general is quite overpowered, which causes a vivious cycle. Monsters need to much HP to counter crit, making pretty everything else like summons quite meaningless in a fight.
Crim Apr 28, 2022 @ 2:49pm 
Originally posted by Big Mad Wolf:
Crit in general is quite overpowered, which causes a vivious cycle. Monsters need to much HP to counter crit, making pretty everything else like summons quite meaningless in a fight.
I don't think Crit in general is overpowered, but easy guaranteed Crits absolutely are.

Without Fade a character will probably roam around 20~40% Crit, going beyond that requires severe Dex investment which pulls away from Might investment

The other main way to get stealth requires an action point. Really, Fade is probably higher in overall power than the Warrior ability that gives an action point on kill, but Fade somehow costs less skill points investment
< >
Showing 1-15 of 22 comments
Per page: 1530 50

Date Posted: Apr 18, 2022 @ 12:52am
Posts: 22