


For Melee characters, it's entirely possible (and some would argue 'easy') to lock yourself out of this fight entirely with a few misplaced vortexes that the Shaper spends most of his time standing in. For a ranged character this isn't much of an issue you're still forced to dodge things coming your way, but you can likely attack from nearly anywhere and still hit the Shaper, because you aren't limited to Melee range. Of course, more experienced players will force these areas to be dropped on the edges of the screen, but if the fight continues longer than expected, the small space will quickly fill with these dangerous vortexes, leaving little room to fight. That AoE must now be avoided for the rest of the fight. For those who don't know the fight, you will periodically be targeted by a 'ball' that will follow you slowly, and once it reaches you it will spawn an area of effect degen in a moderate sized circle that permanently alters the arena. The main point to look at here is positioning, specifically in comparison to a ranged build. However, it's very clearly not designed as a one-off 'answer' to the problems that Melee has. In theory it's a great countermeasure to Melee's forced 'in-your-face' play style that rewards a build for being close-ranged by mitigating a large portion of the incoming damage. Let's put the current CI meta aside and focus on how GGG initially implemented Fortify as a first-step method to fixing Melee-and why it failed, with a main focus on two points.įortify is a buff that reduces damage of every source from a hit by 20%. However I've seen the argument for Fortify a few times, and how/why it's supposed to be the thing that makes Melee more viable. Melee has been the subject of discussion for a good time now, and it's clear to most everyone that it's just plain weak.
