Fist of War needs to be changed to work with Strike skills for Cheiftain revamp to make sense
Tawhoas chosen was changed to work with strike skills, but the next node fights this change by featuring Fist of War winch doesn't work with strikes, and Ancestral call, which is purely early/mid game QoL.
1. Fist of War already has counter synergy with Tawhoas for slam skills. So it makes no sense for it to be the next choice (the two Ancestral boosted slams can't stack) 2. Fist of war also doesn't presently work with strikes This 4 pointer is hopelessly fighting itself with dueling counter synergies. It would be powerful (no doubt) if Fist of War was also changed so that it also works with Tawhoa's but I think this change also makes sense. Otherwise this 4 pointer for strike skills amounts to: a super expensive way to get Ancestral call along with a decent way to add a fist of war like "support" to a strike skill. OR its other use case: a painpoint filled counter synergistic way to give your slams a free Fist of war support. Also the small nodes are melee damage... both of these major nodes are sexy almost exclusively for bleed and ignite. So even more albeit minor counter-synergy. At some point I keep waiting for GGG dev's to realize that using a strike skill besides a couple of them (Boneshatter for example) already comes at a massive opportunity cost and that charging more opportunity cost to overcome inherent weakness just makes those disadvantages even more of a "anchor around its neck". As examples: 4 ascendancy points to get lvl 30 Ancestral call (if fist of war is not changed), or 2 points to get the rough equivalent of a Fist of War for strikes. Strikes are already harder to scale, mechanically the worst things in the game, and also have the most opportunity cost and danger.. Also now that we know POE2 wont "save melee" in POE1 can we also address the elephant in the room: Melee aside from a couple modern skills (Boneshatter) is really very poorly competitive with the much better easier to scale and less risky skills in POE... Some day its my greatest wish for GGG to understand that this is mostly because of their own design mistakes (the negative attack speed multiplier for example, or making Melee root in place for dramatic amounts of time that spells and traps and etc. do not suffer from) so they can then actually fix them... until that time: I remain "copefull" and repeating myself endlessly (and arguing endlessly with the "melee is fine boneshatter exists" people (and other previous "good melee" skills of the past). Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4. If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years. Last edited by alhazred70#2994 on Aug 2, 2023, 7:41:01 PM Last bumped on Aug 2, 2023, 6:47:42 PM
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