Smoothness/Flow of Skills in PoE2 - Review and Suggestions on Improvement

Isn't Killing Palm supposed to be the combo finisher? It has built-in synergy with Culling Strike after all. If you start your combo with Killing Palm then you're doing it wrong.

Warrior has a similar kind of "Combo Finisher" called Boneshatter which by itself does low damage with long recovery animation. The combo there is to use any other skill that Stuns (say Rolling Slam) then when yellow balls appear on monsters, you detonate those yellow balls with the Boneshatter. Thats a basic Stun-Boneshatter one-two punch combo that collapses entire groups of monsters like a stack of dominoes.
This feels especially true for warrior. Many of the warrior skills are incredibly slow for no discernable reason and it feels mandatory to stack as much attack speed as possible just to make it feel playable/viable and have any sense of flow/synergy, otherwise it feels like you are playing in slow motion while everything zergs you at lightspeed.

To make matters worse, the warrior tree is riddled with 'reduce attack speed' nodes. These are basically unpickable, since they contribute to the problem you are already trying to solve, and reduce your survivability (more time spent locked in slow animations = more death, and with how brutally punishing deaths are in PoE2, this isn't really an acceptable tradeoff).

I understand that they are trying to go for the 'big slow heavy hitter' archetype, the problem is that the rest of the game is not designed to support this, and in fact goes the opposite way, where speed is heavily rewarded and being slow is heavily punished in almost all areas of the game, not just combat specifically.

With enough attack speed stacked up, leap slamming into a pack of enemies and then boneshattering one to blow everything up ALMOST feels great and achieves this feel of flowing nicely, but leap slam still feels pretty slow even at this point, and as you are still hit by everything (even projectiles passing underneath you) while you are floating through the air unable to take other actions, it's pretty dangerous. Not to mention if your stun fails (there are monsters with stun resistance for example) then you are pretty screwed.

Now in isolation all of this might be okay, if that was just the game for everyone and the game was designed to work with this sort of playstyle, maybe that'd be fine. However when you inevitably see a non melee build spamming one button and deleting everything within a 2 screen radius while also still getting to move while doing so, you start to question your life choices.

I always first pick warrior or warrior adjacent classes in fantasy games to try and live out the class fantasy of the tanky heavily armoured wrecking ball, that's just what appeals to me, and I'm sure many other people. It sucks feeling like I have made an objectively 'incorrect' decision by picking the class that speaks to me the most, because the devs seem to want to penalize this choice so heavily. (Movement speed penalties: slowed by your armour/shield. Survivability penalties: You're slow, need to be near enemies, armour does nothing, very difficult to gain enough life to not feel like paper, easy to get stunlocked to death as you need to be in the thick of it - even with a stun charm and stacking stun threshold. Sekhema Trials feel designed to be specifically anti warrior with the honour system. No real advantage or niche to make up for these downsides).

That turned into a bit of an off topic rant, apologies.

TLDR: I think the weaving and flow of abilities is hard to achieve when the design of the rest of the game does not facilitate it. If the combat meta is essentially kill instantly or be killed instantly, which is especially true in melee, the idea of a skill rotation as OP described is essentially moot. Path of Exile 2 combat is not a game of managing resources and attrition as it is in something like League or Souls or WoW and this is the key issue I believe. One shot kills being the primary way to challenge the player forces the gameplay away from the slower more methodical style they have said they are going for.

For reference: Level 93 Titan, 6k life, 78-80% ele resists, 75% chaos.

Thank you for reading.
Last edited by Aggedon#4911 on Jan 9, 2025, 1:41:50 AM
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Isn't Killing Palm supposed to be the combo finisher? It has built-in synergy with Culling Strike after all. If you start your combo with Killing Palm then you're doing it wrong.


It should be, but at early Monk levels, there's no other gap closer, so it's natural to close distance with that first and then do your actual combo, unless you prefer to slowly walk towards them lol.

The problem is that, regardless of how you order the skills, there's still that "clunky" feeling for some of the skills, where animation lock prevents them freely flowing into one another - basic attacking being the most obvious example of this, where you're locked into animation the whole time and there's no animation cancelling or input queueing to help it flow smoother. Contrast this with Ranger who can attack while moving, or League where the basic attack animation is short and can be cancelled early by queueing another input, making it feel smooth in transitioning from a basic attack into your next ability.
Yes please.

This is even worse on warriors as they don't have a proper "multi-hit combo" move like monks do with ice strike and tempest flurry. You feel off when you have to stop and do something.

Ranged feels awesome since you can move while shooting and doing things.

It feels weird where your character does this insane slowdown, does the animation, gets hit mid-air, finishes charge/jump -> stops, waits 5 years, then you can continue. Just doesn't feel good.

I'm all in for slow setups for heavy hitters but shield charge should not take .5 seconds to START AND END.
+++

The 'flow' in the combat is nonexistent and actively punishes you for attempting it.


It is the worst melee combat of all ARPGs with absolutely obvious and baffling design flaws.
One obvious way to encourage combo fighter game style combat would be to leave the delay after skills but have a generous window during the delay in which new inputs will happen faster. This makes spamming the same skill have the delay but mixing up your skills rewards you with smoother animations and skill times.

Currently, the only way to break the (painful, unfun, god awful) delays after skill use is to dodge/blink which just means you have to suffer the delay after the dodge blink.

Spoiler
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I haven't seen much feedback about the "smoothness" or "flow" of skills, besides just certain keywords ("clunky" or "slow" for example); I'd like to give more in-depth feedback about the kind of gameplay flow I was hoping for compared to what I experienced in playing the PoE2 Early Access, as well as how that might be implemented.

I'll preface this by noting that the kind of gameplay I'm about to describe is something I deeply enjoy, but there are other playstyles/gameplay patterns that can be fun besides this one, so it's understandable if the developers decide not to implement anything that fits this. I simply have a great appreciation for this kind of gameplay and I think it would provide a style of play that a lot of other players will enjoy, for reasons described below.

First of all, what do we mean by "smooth" gameplay? What do we mean when we talk about how the skills "flow together"? When I use these words, I'm thinking about a certain kind of feeling and experience I've had in other games. I'll go into two examples, comparing them to PoE2, and then will provide some suggestions.

First would be fighting games. If anyone's played fighting games, you'll know the gameplay pattern is very tense, exciting, and skill-heavy. You have to learn combos - inputs in a very specific pattern, within a tight window, that produce a set of hits. Combos take practice, and when they're pulled off well, they feel great: they're smooth, the punches/kicks/etc flow one into another, you feel skilled pulling it off, etc. Even though there can be some downtime, when you're probing the other player, trying to bait them into a misplay, trying to predict when to block or counter, the actual combos feel very smooth and flow well.

Another example of this would be certain champions in League of Legends. I play a lot of Nidalee jungle, as well as Kindred, Lee Sin, Taliyah, and some other champs that use combos. These have a different kind of flow to their gameplay. For example, if I'm engaging on an enemy as Nidalee, it's quite a bit more complicated: I'll auto, E, auto, Q, auto, R + W, auto, E, auto, Q. And I'm clicking to move during all of this as well. It's not the exact same as fighting games - you aren't smoothly flowing from Q to E to W to R in a tight pattern to produce one continuous combo attack - but there is a definite flow to the gameplay: your auto attack speed is the beat you're playing to, and you weave skills in between auto attacks. MMORPGs can be like this too, where the "beat" is the global cooldown and the "accents" or "offbeats" are your off-GCD abilities that you weave in between your global cooldown skills. In both cases, the flow of the gameplay comes from following the "beat" of your attack speed/global cooldown and smoothly weaving in other abilities to "accent" the beat. It feels great to do and makes the base gameplay fun.

Comparing this to Path of Exile 2 Early Access, I see several significant differences that may account for why I didn't feel like the gameplay was smooth or flowed well. I picked Monk, as I figured that of all classes, a Monk would best weave skills together, following the "grace" and martial artist thematic. However, what I found was that the combos have delays and self-slows in them that make it difficult to combo them together in a way that feels smooth. For example, let's look at an example of trying to do a fighting game-like combo of using a skill into another skill into another skill - perhaps I'll try to use Killing Palm -> Falling Thunder -> Tempest Bell -> Tempest Fury on the bell. What you'll find is that there's a delay after Killing Palm, there's a delay after Falling Thunder with a longer animation lock, and there's a delay of casting the Bell and targeting it.

You get the same problem if you try more of a "weaving within the beat" pattern of gameplay. When you basic attack, you root yourself for the full animation. When you dodge roll, you get a slow at the end. The basic attack is more of a skill itself than something you can weave skills in between. So the only "combo" here is just rooting yourself and spamming basic attacks or other skills.

I think the feeling of the gameplay could be improved a lot if at least one of these gameplay styles were made possible. Imagine if, at the end of Killing Palm, if you press Falling Thunder, you smoothly enter into the Falling Thunder skill instead of having to wait for the end of the animation, and then press it, which then starts the next animation. The former is smooth; the latter is clunky. Or imagine if weaving basic attacks while moving between using skills was possible. You could walk and dodge around the boss, weaving your basic attacks in between your skills, while paying attention to and dodging enemy mechanics. I feel like that would increase the skill ceiling of those builds, which is surely a good thing for a game about challenging fights like PoE2 is, while also letting the player feel rewarded with their good timing of skill and movement usage.


I made some post about this when i tested the Physical skills of Quarterstaff.

They are absolutely horrible and dont flow into each other. Whirling Assault locks you into the animation for example and youi cant use the bell and then continue whirling assault. You have to dodgeroll first and then use anotehr skill. U cant use it straight from whirling assault
Last edited by Gang5ter15#1071 on Jan 22, 2025, 10:20:01 AM

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