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Melee needs a significant buff

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FlamezCat
May Member 2023

FlamezCat

Posts: 1 Bronze Posts by user Forum Profile RuneMetrics Profile
Short Description: Melee should do more damage then the other specs due to its inherent weaknesses. Ideas and suggestions below.

Long Description: Melee suffers from quite a few things that make the spec very unfun to play. I do not pretend to know everything that comes with this game, but one of it's biggest weaknesses is that it cannot consistently do damage to bosses. Melee also takes more damage from magic (which most bosses use) and suffer 50% more damage when they use their 100% damage increase. The other specs do not suffer any additional damage but the trade-off is that they lose a little bit of mobility. This is gotten around by learning when to drop your damage increase for ranged/magic. Melee on the other hand always consistently suffers the 50% damage taken increase. Magic was given a set of armor to REDUCE their damage taken + given animate dead, which does not work with melee gear.

Suggestions: 1) Increase melee's damage cap and damage as a trade off for them not being able to consistently hit a target.
2) Allow access to animate dead for melee armors as well
3) Provide a set of armor to give damage reduction to melee classes while being a viable choice for PVM as melee.
4) Remove the 'take 50% more damage while using berserk' from their ult

These are just a few ideas that you could do. In no way am I saying to add all of these changes listed above. If all of these ideas were implemented, melee would be the new meta and be in a very strong state. I do understand necromancy is coming out, and maybe there will be skills that synergize with melee and make it a more viable style to play as, but in the state it is in now, the amount of effort that goes into playing it (with your spear swaps/scythe swaps/shield swaps/offhand swaps) is not worth the reward considering the amount of attempts it takes to completely learn it.

Magic and ranged does come at the cost of ammo, but it's not equal when it comes to comparing the 3 styles.

-Flamez

03-Aug-2023 08:34:12

Jeremy Cheng
Aug Member 2013

Jeremy Cheng

Posts: 25,647 Sapphire Posts by user Forum Profile RuneMetrics Profile
As a melee main I agree, melee will be the worst combat style post necromancy. We are going to be the only style with a ultimate that increases damage we take while boosting our damage, necromancy most likely is going to have abilities like sunshine/swiftness or meta where it doesn't cause a negative effect, and the fact that it isn't melee tile limited gives it an advantage over us melee users who have to fight right next to monsters. Look how big zuk sword is yet it's a 1 square attack range, make it halberd range since most are putting it into eof for its spec. Tmw is power with a damage mitigation effect but we still need a true t95 melee tank armor since the bis tank armor for melee is teralith and that's outdated t90.

04-Aug-2023 12:21:53

Tomato 56789
Apr Member 2022

Tomato 56789

Posts: 15,317 Opal Posts by user Forum Profile RuneMetrics Profile
I support. Melee is my favorite style to use. I don't exactly take damage but killing most things is sooooo much slower. I almost never used magic or ranged outside of special circumstances and though I'm happy to use both more often / they are more effective it's annoying how useless melee has become.
Casual legacy trash of 19 years in RS, author of 6 books irl

04-Aug-2023 21:16:10

Tomato 56789
Apr Member 2022

Tomato 56789

Posts: 15,317 Opal Posts by user Forum Profile RuneMetrics Profile
Maybe we can get special enhancements for melee similar to weapon poisons, but rather than poison we can use divination or invention to create a potion that temporarily infuses a melee weapon with an element so it can act as fire / earth / air / water damage
Casual legacy trash of 19 years in RS, author of 6 books irl

04-Aug-2023 21:17:40

Sheepman
Dec Member 2021

Sheepman

Posts: 92 Iron Posts by user Forum Profile RuneMetrics Profile
Agreed; Its a few other things like how range damage burst (SGB, GRICO, Rapid fire, snap shap and DBOW) with BOLG in death swiftness can do crazy damage.

Melee Berserk damage range varies wildy without max crit buffs and bleeds can be timed wrong vs burst damage of range above.

Melees got hurricane, EOF Claws/long, Zuk overpower and Punish when enemy is below 50% health for burst damage. Which is nice; but laughable compared to SGB or GRICO, plus rapid fires ability to maximize damage hit caps being 8 lower hits vs 4 large hits; meaning range can theoretically hit with Grim 8 15k crits in the same time Lengs could crit 4 20k max crit buffs (80k vs 120k).

Only way to keep up is berserk; which the mentioned above bursts are used up relatively fast vs GRICO or SGB and while in berserk is a shorter time and more damage intake.

Berserk should make sure to get around 300k but its doubtful; more like lucky if 100k+ if not using crit buffs.

Melees got bleeds but only if they can be used (boss mechanics/phase changed negate bleed damage) ; but they still need some enhancements; As they should be able to get off atleast 150k+ total dpm with Ezk and 200k+ with scourge but Im sure its far less.

Part of why I believe Split soul should be added to melee; so the bleeds can become much stronger and more effective; plus reduce risk/need for berserk all the time.

Easy suggestions would be for berserk:

Leave the intake damage for berserk; but if using EXPENSIVE grimoire with Biting 4 should ALL be critical hits. No 4k hits during berserk... So berserk should have like an added 50% crit chance when active.

Another would be to Fix meteor strike so its cheaper adrenaline cost to activate before berserk; so the andrenline up keep can be maximized so after all threshold's are used players can EOF D claw/ Dlong spec for maximized damage.


Love Melee as well but it does need some fine tuning.
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12-Aug-2023 19:17:09 - Last edited on 12-Aug-2023 19:22:07 by Sheepman

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