Slow Attack Builds (2hand slams) Need a Serious Look At
I want to preface this by saying I have developed quite the affinity to big, heavy, smashing swings from huge hammers and maces. I loved my Destroyer in Lost Ark, for example. I'm very glad PoE2 is being designed around making "slow" characters viable after PoE1 turned into the Sonic the Hedgehog of Diablo-likes. However, there are far too many PoE1 hangers on to make it actually feel good, and the biggest culprit is Accuracy and mob Evasion.
It didn't feel TOO bad leveling up, even lucked out with extra spirit on my BA so I can run two persistants plus Precision and Vitality support gems coming into Act 3. The problem is, enemies are becoming increasingly evasive, and once I hit the Vaal city post-Ziggurat I am missing even the big slow guys a good 20% of the time, evasion based mobs 50%, and Evasive modded mobs? Bastards may as well have a million health. This needs serious fixing, because with how slow my attacks are ONE miss can mean I don't clear a mob pack and risk dying (despite my best efforts, drop rates--especially currency to craft stuff--is stupid limited while leveling so I feel like I am much squishier than I should be). We need some serious buffs for slow attack builds, especially stun builds like mace Slams. I'm working on what feels like a fairly creative build but with me missing so much I finally decide to get Resolute Technique (which I literally never needed to even consider in PoE1), and wouldn't you know it, Sunder is now useless as a heavy damage skill on rares and uniques because its situational crit no longer applies. I propose some mixture of the following changes: 1. Heavy Stunned enemies should have zero evasion (this should happen regardless of any other additions or changes). The fact I can heavy stun with Boneshatter and the fucking shockwave misses the enemy that triggered it has GOT to be an oversight, neverminding that an enemy knocked on their ass can still dodge is just... Why? How does that make any sense? 2. Throw in some flat and % accuracy on some Red nodes, especially nodes that boost two-handed melee, slams, and maces in particular (Axes TBD of course). 3. AoE of slam attacks, as well as Aftershocks, have increased accuracy, while enemies "hit" by the mace have normal evasion against them. 4. Resolute Technique should reduce crit chance to 0% and NOT affect situational crits like Sunder's guaranteed to exploit broken armor. Decrease base Crit Damage to 50% if you really must, as that way I'd have to build crit damage to make situational crits like Sunder's more worth while (good for build decision and variety). Though, with the build I've decided to go with, Heavy Stun = Zero Evasion would cover this just fine (at least for my specific build), but here's the idea all the same. RT has been such a huge QOL, yet it is killing my intended use for Sunder, but I lack any other realistic option. Please consider some tweaks. Last bumped on Dec 11, 2024, 11:32:02 AM
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Yep
This game needs a LOT of work. I have a Monk that has a 75% attack speed attack as my main and it works great for maps but for bosses its ASS because it just does not have the DPS and it locked you down with the little windows to DPS. Im not enjoying the Souls-Like they are going with POE2 Really disappointed waiting 2 years for this. |
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Not sure I'd agree they went "souls-like" when all they really did was add a dodge roll, make combat and bosses more mechanical than raw stat focused, and build the game around a theoretical speed cap. Difficulty does not automatically mean Souls-like. Game feels genuinely good to play, but there is a lot of bad design philosophy from PoE1 they haven't shaken off with this new direction.
I've always felt like Path of Exile was a logical progression of Diablo 2, and what Diablo 3 should have been. PoE2 feels similar, and what Diablo 4 should have been. It just needs some help, and for an EA "beta" I've seen worse states of a game. |
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