Make Melee Great for Once

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Sidushi#1349 wrote:

I only used comparison here to visualize the issue, GGG aimed for slower gameplay. While they achieved that for Maces it is extremely punishing that other weapons/spells did not get the same treatment.
I joined the party once with everyone but maces players and I could not kill any mobs coz I was much slower than the rest with executing my skills.
Metric ton of damage only happens when you go for 2H maces which are far more superior than 1H bases and have much worse implicits:
Compare 2H base with Splash damage on Strike skills vs 1H Causes 100% Daze buildup. Then try e.g. to play 2x 1H maces instead of 2x 2H with Giant's Blood, you get 30% reduced attack speed on all skills, less damage due to 1h bases and you also dont stack Str meaning you have less life.
What I am aiming for here are the trade offs and benefits of the weapons that are clearly in favor of 2H, but also maces are worse than Staves.


My point is that when you see things that are just clearing the screen and having a bunch of safety. You can probably assume those archetypes are going to be looked at.

GGG has made it clear what they want POE2 to be, through years of interviews and the stuff we are seeing outliers on is clearly not what they intend.

I think they landed on warrior and mace abilities quite well. I think it follows in line with their goals.

There is a few tweaks here and there like I mentioned but nothing massive is really needed as far as I can tell.

1h you need to get the proper mods on it... like any weapon though. (speed, phys, +melee skills...) I got a couple +3s from vendors and like I said. I dont even really use my 2h.

The defense thing though, absolutely and I hope we see some work on it. As when I go without my shield, I feel in danger a bit more than I should.
Mash the clean
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Sidushi#1349 wrote:

I only used comparison here to visualize the issue, GGG aimed for slower gameplay. While they achieved that for Maces it is extremely punishing that other weapons/spells did not get the same treatment.
I joined the party once with everyone but maces players and I could not kill any mobs coz I was much slower than the rest with executing my skills.
Metric ton of damage only happens when you go for 2H maces which are far more superior than 1H bases and have much worse implicits:
Compare 2H base with Splash damage on Strike skills vs 1H Causes 100% Daze buildup. Then try e.g. to play 2x 1H maces instead of 2x 2H with Giant's Blood, you get 30% reduced attack speed on all skills, less damage due to 1h bases and you also dont stack Str meaning you have less life.
What I am aiming for here are the trade offs and benefits of the weapons that are clearly in favor of 2H, but also maces are worse than Staves.


My point is that when you see things that are just clearing the screen and having a bunch of safety. You can probably assume those archetypes are going to be looked at.

GGG has made it clear what they want POE2 to be, through years of interviews and the stuff we are seeing outliers on is clearly not what they intend.

I think they landed on warrior and mace abilities quite well. I think it follows in line with their goals.

There is a few tweaks here and there like I mentioned but nothing massive is really needed as far as I can tell.

1h you need to get the proper mods on it... like any weapon though. (speed, phys, +melee skills...) I got a couple +3s from vendors and like I said. I dont even really use my 2h.

The defense thing though, absolutely and I hope we see some work on it. As when I go without my shield, I feel in danger a bit more than I should.


I know what you mean, gameplay wise the maces are fine, but what is not fine are the skills, interactions and sheer amount of investment you have to pull off to do anything other than Giant's Blood.

Look at my Original Post regarding the affxies:

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2 Worst Affixes

Now the contenders for the worst affixes that should be removed or restricted only to unique items just like they used to be in PoE1, as those are really considered lazy development, so what are those?

- Level of All XXXX Skills - this absolutely destroys any illusion of choice you may have had while selecting the items for your build it looks so lazy that is comical, any + to level of all skills should be removed from rares in the amounts they grant right now and should be reserved for the uniques
- Reduced Attribute Requirements - why is this still a thing? This is the most useless affix you can get with the highest weight that it just comes all the time when crafting

Now wait a minute "Reduced Attribute Requirements" is useless right? This is just means to get to the Giant's Blood ultimate mace guide of course. You grab yourself 2x 2H Maces with 40% reduced attribute requirements then +7 to Level of All Melee Skills and welcome to the ultimate Mace guide, +14 to Level of all Melee Skill gems. This is so lazy that I won't even comment.
All the skills in the game should should have their inherent level bonuses adjusted and that affix has to be gone, especially in such quantities. You said it yourself if something is so good that is mandatory then there is clearly something wrong and there is no choice.
Added

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28) All the maces skills revolve around Armour Explosion support, again required support on all the builds only alternative that could be a contender would be Jagged Ground if not for being completely useless in its current state.
But you dont have to do giants blood. Like I get why people think they do, but 2h/shield isnt the only way to play.

I play 1h/shield just fine in t15s.

I do less dmaage but I dont really see a need for anymore at the moment.



Ill agree that options are limited but thats because this is EA, not because of some balance/game issues.

We dont have excess/special mods, we dont have any system of crafting yet(delve,harvest,incursion,influence slam). Everything is basic on the crafting front, theres no way people think its finished and will just stay as rudimentary as it is lol.

Mash the clean
I like reduced requirements because I am switching to ES build for my warrior. So that really helps because I need to invest into improving my ES and so.

Also, reduced requirements are good for warrior totem build.
Added

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29) Earthshatter spike doesn't consistently explode while using a Warcry. It happens mostly when my spikes are around small crevices, or little terrain obstacles where the Warcry technically has the AoE but it doesn't trigger explosion. Also a lot of times using the Warcry instead of exploding the spike, it just disappears instead and nothing happens.
Last edited by Sidushi#1349 on Jan 3, 2025, 5:24:02 PM
Added

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30) Endurance Charges - currently there is no consistent way to of generating Endurance Charges at all, it is either 20% chance with Armour break which is extremely low considering I have to sacrifice a support gem and another one is heavy stun. Heavy stun is bad in its current state especially when we talk about rares/bosses, there is simply no way to get the charges and the bonuses from the consumption only involve warcries and slight healing. There should be more ways of consistently generating them, why frenzy and power charges again are so much better for all the ranged/staves skills.

31) Culling Strike Support gem is kinda useless as the thresholds are very low and to add to that it only works with rares and unique enemies where most of the white trash mobs are the issue. If I sacrifice the gem slot is should cull the white and magic monsters as well otherwise what is the point?

32) Elemental Ailments & Damage - Again ranged characters have better access to the all the elemental ailments and damage plus stun mechanics on top of that. Warrior & Maces only have access to Fire which is the worst of all along with the ignite, why all the mace skills revolve around fire damage where all the other weapon types have access to all the elements so easily and the conversion to elemental is so much higher? On the warrior I am in a close proximity to ignite chance where on the mercenary I have access to "chance to inflict elemental ailments with projectiles" or 1 node to work with everything including stun buildup? Buff the fire damage notables and increase the fire damage conversion on the mace skills to be at least 80% not 60%. Why the Molten Blast has no melee tag or attack tag? What am I supposed to do with it? Weapon swap and travel to projectile nodes? Volcanic fissure -30% attack speed on dual wield and also 60% damage conversion to fire, it is just bad for dual wield, again go Giant's Blood since it is bad scaling, conversion and damage.

33) Artilery Balista is far more superior to the Ancestral Warchief Totem. It attacks in AoE, has a faster attack rate and hits more consistently, whereas Ancestral Totem is clunky, require me to put a skill to be used, meaning -1 support. Using slams with the totem is extremely underwhelming since all of them are so slow, sometimes the totem expires right in the middle of slam animation making it even worse. Totem should have more attack speed and better targeting which is impossible with fast moving enemies, also it should taunt the enemies in spawn. It would be good to have the totem have innate ability to create an Aftershock of the slotted slam abilities or splash damage of the strike skills. Plus all of them have a fixed attack time making it the worst use for the totem where it just wastes attack time.

Last edited by Sidushi#1349 on Jan 6, 2025, 12:29:58 PM
The problem with warrior is in comparing it to other classes, if warrior was the only class available right now people would be enjoying the game.

Its in the comparison with others that it falls flat. If you are trying to compete in the economy with any farming method warrior is just a waste of time.

Also if you're wanting to farm 1500+ maps a league warrior is going to be painful compared to moving while casting abilities that you can play with 1 hand on a controller and the other picking your nose. just to see what would happen i tested this on my stormweaver, i did a full map with 1 hand on my controller and the other curling a dumbell while standing up the whole map. LT for spark and joystick to move. It was pretty easy. Warrior is just a lot more work and people dont like it.
To be fair I play Titan now and I dropped most of my skills, got "trempletoe" boots, expert cultist great hammer, stacked my auto attack with best supports and clear that way... Only skill that I have left is hammer of gods, warcry and armour breaker for bosses (auras excluded). So I go around and smack everythig with my mace slow but steady. Enough for T15s (breach excluded) until they nerf AA.
Well I still swap boots for movement speed hp ones for bosses.
Last edited by Booyak#0562 on Jan 6, 2025, 3:09:58 PM
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The problem with warrior is in comparing it to other classes, if warrior was the only class available right now people would be enjoying the game.

Its in the comparison with others that it falls flat. If you are trying to compete in the economy with any farming method warrior is just a waste of time.

Also if you're wanting to farm 1500+ maps a league warrior is going to be painful compared to moving while casting abilities that you can play with 1 hand on a controller and the other picking your nose. just to see what would happen i tested this on my stormweaver, i did a full map with 1 hand on my controller and the other curling a dumbell while standing up the whole map. LT for spark and joystick to move. It was pretty easy. Warrior is just a lot more work and people dont like it.


Speaking as someone who likes the slow moving train classes (was crit/spec on my Destroyer and on my Scrapper in Lost Ark and that was before the Scrapper rework, even learned Akkan on the Destroyer) it isn't so much that warrior requires player effort. The problem is that it is underperforming I think rather demonstrably. End game leveling needs to feel consistent, and arguably so does gearing. If more effort for less reward at greater risk is all we have to look forward to compared to classes that can treat PoE2 like Vampire Survivors, the least they can do is make sure the risk is more appropriate, because it is beyond stupid easy to die from full health to only one or so attacks or even just a dozen mobs. Life and Armor are obnoxiously hard to stack to levels that feel the least bit safe. Chaos resist, too, especially red through green side of passive tree. Tier 12 white mobs with no increased mob damage mods can do over 1k per hit with a chaos bolt to me. Ammo shots from crossbow mobs are similar. Had a rare corruption mob laser hit me (that I fucking dodged too) for at least 2400 health cuz that is how much I had when I died to it. I require so many mods to be end game tier to be minimally viable and have to roll basically every necessary affix on each piece of gear with room for almost no "junk" or secondary affixes. Meanwhile someone else just stacks lightning and spell damage and clears whole screens by time my leaping slam even lands. There's requiring effort and work, and there's underperforming no matter the effort.

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