Path of Exile Development Manifesto – Melee Rebalance

The next expansion for Grinding Gear Games’ action-RPG Path of Exile is set to go live around June. And according to this development manifesto, when it does go live, the game’s melee skills will be revamped and rebalanced in order to make Path of Exile’s melee combat feel more smooth, responsive, and satisfying. Check it out:

In Synthesis, we performed an extensive rebalance of Spellcasting throughout Path of Exile. A lot of this work focused on a numerical rebalance of most skills.

We have indicated that the June 3.7.0 expansion contains a similar rebalance of Melee skills, and while we certainly do intend to numerically adjust them to make sure they’re viable, the actual scope of Melee changes planned is a lot larger than we have indicated so far.

Players from other Action RPGs have occasionally criticised Path of Exile’s melee combat for being “clunky”, especially early on before players get a lot of attack speed. We are making various experimental changes to the animation system that should help resolve these concerns and really tighten up the feel of melee combat.

In addition to animation system improvements and melee skill rebalances, we are experimenting with changes to systems such as accuracy, melee splash, leech, fortify, various Ascendancy classes, the passive tree, hit/miss feedback, melee base types, movement skills and melee damage availability on items.

This post has been intentionally light on specific details because all of the above potential changes are ongoing experiments that evolve as we try new stuff. We’ll post more information in the news over the coming weeks (with the majority of it after 3.7.0’s announcement in May). We are very excited about these changes and look forward to sharing more information with you.

Edit: And Cyclone is now a Channelled skill.

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Val Hull
Val Hull

Resident role-playing RPG game expert. Knows where trolls and paladins come from. You must fight for your right to gather your party before venturing forth.

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