The Fundamental problem with Melee Continues

I've been playing Melee builds since launch, and I see that the problems that weigh down melee play styles are all still there and some cases they are exacerbated with the Abyssal mobs and degen auras.


I think fundamentally this boils down to a conceptual misunderstanding of what a warrior / melee fighter really is.

Let's start setting some things straight:

- Melee fighters are NOT SLOW. Knights and other fighters from other martial traditions were trained since kids to fight. They are very VERY scary up close.

- Melee fighters do not WALK / RUN SLOW: All martial arts in the world, past and present, ALWAYS emphasized FOOTWORK!! This is the only game I've seen in my life that disregards this fundamental fact.

Where are all the Fighter/warrior specific quick dashes and leaps with follow up strikes that are common in all other fighting video games?

And even for some reason you believe a very heavily armoured knight could not sprint, Guess what? They still ran you over on horseback.

Speed & Agility were always, and still are, priorities of any Melee fighter.


Even today, law enforcement has the 21 foot rule against knife attackers for a reason.

- Polearms are NOT SLOW weapons!: In fact they are very scary and usually they were the best on the field because of the following qualities:

-- Area Denial: Quick Circular movements with for example the Montante / Zweihander could effectively keep multiple attackers at bay. Pikes on the other hand used their immense range for the same effect.

-- Sheer Power and versatility: Pole axes were THE Battlefield weapon for Men at arms. And for good reason, they could concuss a fully armored knight because they had greater momentum when bashing. You could still be very technical with them with hooking / tripping techniques. And finally you could stab with them from both ends. This all created a incredible versatile fighting style that had an answer for most things you could encounter on the battlefield.

Please GGG, go watch Dequitem or Matt Easton on Youtube.

The way the warrior wields his pole arms is a disgrace! What's even more aggravating is that some talismans have a block chance but no other melee weapon has this. Do you think real gendarmes didn't parry/block with their weapons??

- Armour in Real Life WORKS!: Some late 15th and 16th Armour could even deflect bullets. In fact Napoleon demanded that cuirasses had to be able to deflect a bullet from certain distances.

Armour in this game is the worst representation that I have ever seen. Armour does not only mitigate damage, IT PREVENTS IT.

A quick solution could be just to give Armour the ability to innately block damage.


This game flies against what we historically know to be true for melee fighters and this is why Warriors are never going to feel anything but worse ranged fighters until GGG revises the melee warrior concept to be more accurate and sensible.
Zuletzt bearbeitet von isv#9421 um 20.12.2025, 16:48:23
Zuletzt angestoßen am 20.12.2025, 11:42:23
"
isv#9421 schrieb:
I've been playing Melee builds since launch, and I see that the problems that weigh down melee play styles are all still there and some cases they are exacerbated with the Abyssal mobs and degen auras.


I think fundamentally this boils down to a conceptual misunderstanding of what a warrior / melee fighter really is.

Let's start setting some things straight:

- Melee fighters are NOT SLOW. Knights and other fighter from other martial traditions were trained since kids to fight. They are very VERY scary up close.

- Melee fighters do not WALK / RUN SLOW: In all martial arts in the world, past and present, ALWAYS emphasized FOOTWORK!! This is the only game I've seen in my life that disregards this fundamental fact.

Where are all the Fighter/warrior specific quick dashes and leaps with follow up strikes that are common in all other fighting video games?

And even for some reason you believe a very heavily armoured knight could not sprint, Guess what? They still ran you over on horseback.

Speed & Agility were always, and still are, priorities of any Melee fighter.


Even today, law enforcement has the 21 foot rule against knife attackers for a reason.

- Polearms are NOT SLOW weapons!: In fact they are very scary and usually they were the best on the field because of the following qualities:

-- Area Denial: Quick Circular movements with for example the Montante / Zweihander could effectively keep multiple attackers at bay. Pikes on the other hand used their immense range for the same effect.

-- Sheer Power and versatility: Pole axes were THE Battlefield weapon for Men at arms. And for good reason, they could concuss a fully armored knight because they had greater momentum when bashing. You could still be very technical with them with hooking / tripping techniques. And finally you could stab with them from both ends. This all created a incredible versatile fighting style that had an answer for most things you could encounter on the battlefield.

Please GGG, go watch Dequitem or Matt Easton on Youtube.

The way the warrior wields his pole arms is a disgrace! What's even more aggravating is that some talismans have a block chance but no other melee weapon has this. Do you think real gendarmes didn't parry/block with their weapons??

- Armour in Real Life WORKS!: Some late 15th and 16th Armour could deflect bullets. In fact Napoleon demanded that cuirasses had to be able to deflect a bullet from certain distances.

Armour in this game is the worst representation that I have ever seen. Armour does not only mitigate damage, IT PREVENTS IT.

A quick solution could be just to give Armour the ability to innately block damage.


This game flies against what we historically know to be true for melee fighters and this is why Warriors are never going to feel anything but worse ranged fighters until GGG revises the melee warrior concept to be more accurate and sensible.




+1 already said that since 0.1 they put all their resourcers on making ranged the best way to play and melee the most miserable way to play.


I tried warrior slow, had tomm of armor life invest died cause i have to stay still to hit.

Rerolled to mercenary

Now him somehow can trow granades, use a full automatic crossbow while walking, shoot literally a cannon and still walk.


Make can cast skills that clear the whole screen and still walk
No money until, GGG fix melee.
games junk dont get any hopes up
"
Kaelrath#6403 schrieb:
games junk dont get any hopes up


I got your back bro! Sadly it's winter so there's no grass you can touch.
"
Sakanabi#6664 schrieb:
"
Kaelrath#6403 schrieb:
games junk dont get any hopes up


I got your back bro! Sadly it's winter so there's no grass you can touch.


Not sure why you think antagonizing people is gonna help.People are already gone from frustration,your just fueling the fire.
+1

Fighting up close requires you to be dexterous and have good footwork like you said, that needs to be translated into the game as melee characters having higher movement speed than ranged characters.

In boxing, you train to stop flinching at incoming strikes in your direction, that's done by repetition, you naturally become tougher, you could translate this into the game as making melee character more resistant to light stuns and phys damage.

But in poe 2 they never cared about any of that, they buffed ranged characters even MORE by making them able to move while using skills.

We have all dex and int weapons in the game already but no swords, flails, and daggers, it's very clear that their priority isn't melee.

The truth is that melee will never be as good as ranged if they don't make a lot of fundamental changes to the game, from maps layouts to monster modifiers.

But is hard to believe that they'll ever do that. How long has the game been in development? They must genuinely think that melee is great and don't understand the criticism.

Yeah, melee is very capable of doing all content just like ranged, you just need to have high enough damage to blast things in an area around you, that's why herald chaining tech is basically mandatory too, these 2 things combined cause problematic mechanics to go unnoticed, but at this point you basically became a ranged character.

Maybe one of the reasons i dislike this patch so much is because i decided to play melee instead of ranged, and in the process i started noticing a lot of things that were never a problem for me before, like, i'm playing a werewolf shaman and if you take Lunar Blessing away from the game the "class" would basically be useless at endgame.

Never playing melee again unless they change a lot of things, either remove BS mechanics while keeping the combat engaging, or fully embrace the poe 1 style of zooming through content, because this weird middle ground we have isn't working for me.
Zuletzt bearbeitet von Vyend#2601 um 20.12.2025, 11:48:58

Beitrag melden

Konto melden:

Meldegrund

Weitere Informationen: