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The disparity between melee skills and ranged skills has been too big for way too long.

I understand that the basic idea of Melee is to be up close in combat and ranged is to kill stuff from far away. But in PoE, killing things fast with low defenses from far away is better than being close, slow and tanky. There is simply no advantage for melee over ranged skills in PoE.

One of the main problems of Melee always was the AOE. The range of ranged attack skills is too far for literally zero investment while Melee Characters have to heavily invest into AOE and sacrifice alot to achieve decent radius.

I wonder why they never reduced base range or base projectile speed for projectiles and gave us more options to increase the proj speed, so that ranged attack skills have to invest into proj speed aswell.

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almost 5 years ago - /u/Mark_GGG - Direct link

Originally posted by Suicidal_Baby

proj speed increases proj range. "base proj speed is too high to matter." should be your statement.

yes, the downvotes have spoken. I get it, I'm wrong. It's safe to say you can lay off at this point. This type of shit is why people delete posts. But im gonna leave it here so people understand what was said. Stop being pricks with the system and creating an echo chamber.

This is not true in general. For some specific skills where projectiles last a set time, increasing the speed naturally means they'll get further in that time, because that's how speed works. But that's only as a consequence of those specific projectiles having a time limit - that's not standard, and there's no general relationship between projectile speed and how far they can go. In most cases the two are entirely independant.

almost 5 years ago - /u/Mark_GGG - Direct link

Originally posted by darthbane83

Well projectile skills have 2 ways to be targeted either you target a location and the projectile reaches that location to do something i.ex. tornadoshot or you target a direction and projectiles just go(i.ex. ice shot).

In the ice shot case they need to have a maximum range or duration. A maximum range can be translated into a maximum duration at normal projectile speed.
It should always be possible to use projectile speed as range modifying parameter for skills with that kind of targeting. Since afaik there is a maximum practical range before skill effects just become inactive and disappear it shouldnt really break anything and allows to set the duration real high for balance purposes(ball lightning and frostbolt come to mind as skills that should feel playable with relatively slow projectiles aswell).

In the case of targeting a point for the projectile to do something(tornado shot) that secondary effect will be a new projectile or an area. As such its limited by the same things as melee attacks are or by the same things as projectiles of the iceshot case.
For example it seems entirely plausible to balance secondary tornadoshot projectiles with slower pojectiles and no faster projectile investment to not reach a second pack.

As far as I can tell it should be possible to use existing mechanics to make sure aoe/proj speed investment is required for every skill to clear entire screens of mobs even if its not the case right now.

It should always be possible to use projectile speed as range modifying parameter for skills with that kind of targeting.

I strongly disagree. This is unintuitive and results in a modifier that says it affects speed always being used primarily for something that isn't speed. There is no reason why this "should" be the case. That simply isn't the purpose of projectile speed modifiers.

It would also mean projectiles being able to go beyond the projectile range, which is bad in all kinds of mechanical ways.