Why MELEE FEELS BAD - Targeting, Hitboxes, Pushing and DESYNC
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alot of the intended enemy mechanics feel like the game is broken, like half the time I cant tell if I am getting stunned or if servers are lagging. targeting and the targeting feels like its meant for controllers, with no real way to tighten it up for mouse and keyboard. Part of it I think is the fact that most melee skills have a wind up walk to animation that attack where you clicked which can be very clunk feeling with the targeting mismatch.
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Sorry, late to the topic, but after replaying a bit of coop to warm up for the season, I felt like number 3 is still very on point.
as OP wrote: "3. Pushiness - The monsters pushing generally feels like I am rubber banding, not like an intentional animation/interaction" This feels awful and ruins the gameplay a lot in coop. I was trying a reap build with my warrior friend (not far yet so no big aoe distance on my reap), and the amount of pushing and shoving felt terrible. It might work if the smoothness of it was improved, but as long as it makes it feel like heavy lag, rubber banding like, it won't be a good time. Also big ass bear/wyvern being moved around like they are made of air will be hilarious to see. |
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" Exactly, it will feel really bad on druid |
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" You forgot about having no benefits over being ranged... even more downsides. |
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What is usually going on when you enter melee range. Especially against trash packs:
Stunlocked Light stun city Bleed Slowed Poisoned It gets even worse in the game... Now you propably understand why ranged and screenclearing is simply better |
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All these issues are emphasized when playing the Bear form, as it seems to have a bigger hitbox.
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GGG was challenged on the Push issue during an early interview and Jonathan stated that they tested the game without the Push and "it just doesn't work". The implication is that they will not resolve the issue mechanically. It may be that we can only hope for a way to mask the terrible design decisions. Perhaps we can just be "trampled" and get a short knock back or down and a little damage... Would at least be better than the desync simulator. One of the most brain dead designs I have ever seen.
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Yeah, only melee really have to deal with a lot of bs, like those enemies with big auras, shockwave slams, excess puddles, or things like multi hit or shotgun style enemy spells where every hit hits you and you just die because you have to be close and the game barely telegraphs dangerous attacks.
My early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3639607
My Witch early access feedback (0.1): https://www.pathofexile.com/forum/view-thread/3632153 My 0.3 https://www.pathofexile.com/forum/view-thread/3850769 |
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Seems a lot of you have some serious build issues.
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its feels bad because the game is bad
JUNK |
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