Stampede is underwheliming & Warrior passive tree does not need to be so punishing
Please hear me out, I have played over 423 hours of warrior and counting. I come in peace. I am a new player to the PoE franchise trying to bear the burden of what is being called the worst class during the beta and using the Skill Stampede is very underwhelming at times.
The skill is called "STAMPEDE" as in "a situation in which a group of people or large animals such as horses suddenly start running in the same direction, especially because they are frightened or excited" - Oxford Dictionary. How is it that I find my character being stopped by small animals, with a skill named after something defined as including "Large animals" in a "group"? How is this possible that in the same game, one singular monster the Antlion Charger, can drag my character across a screen? Something is amiss with these situations coexisting within the same space and disrupts the immersion and flow of gameplay. The support skill "momentum" is rendered useless when the travel distance requirement is not met, and its benefit is not guaranteed when slotted into Stampede. Things simply should not be this way. Even when using the support skill "Bludgeon" that is said to push enemies on hit, stampede is not affected. Whereas I understand it is good for the Antlion "charger" to push players around as it is their nature within the game, the same action should be performed by the Warrior using Stampede to any monsters, even the rare ones. Being halted by a boss of great size would make sense in this case. The push mechanic will especially work in tandem with the AoE nature of the character since monsters would be dragged, grouped and pushed to one spot for the big AoE slam that deals damage to them all. Being stopped by one or two monsters also is not good for the warrior playstyle in end game, where clearing monsters to move forward is principle. you see, emphasis is placed on being slow and powerful as a warrior. However, this truly has no place in PoE endgame where monsters have attack speed, movement speed and swarming capabilities. If the warrior was able to overcome these things by performing more crowd control actions like pushing monsters around it would compensate for it's slow playstyle in the endgame environment on the Atlas. Let's be honest, Seismic cry is simply not enough. Please add the push nature of the Antlion Charger to the Warrior Skill Stampede. Areas where monsters are grouping up and blocking the warrior's already slow movement speed, are very punishing unless you are running a build that immediately clears screens, which seems to be discouraged as Armour explosion nerfs were implemented to impede this type of player-to-monster interaction. Tldr/ A "Titan/Warbringer" holding two heavy hammers, with "Giant's Blood" in their veins and over 560 "Strength" should not be blocked by small animal monsters, plant monsters, zombie monsters or ANYTHING! They should be pushing/dragging those enemies along to RUN OVER them and crush them with a SLAM while screaming "MEEK CREATURE!" Please hear me on this. Separately, Warrior is still fun to play but, I find every decent corner of the passive tree is far too punishing to invest in when build crafting. We work hard to get to a high level and earn the skill points we get. Why are we being punished for our efforts? It should feel rewarding to level up. Why is our passive tree mad at us? Boss fights are good at least since damage is no problem but the many sacrifices to attaining that damage is too punishing on maps and clearing monsters. Specifically, the mana reductions and Attack/Skill speed reductions are too overturned, especially when warriors already have low scaling with attack/skill speed alongside the fact that nodes for these mods are scarce (2 places). Additionally increases to mana simply don't exist on the warrior passive tree, and in fact there is a passive to remove all of it for a niche benefit, that really isn't that great and only shifts problems from one resource to another. These reductions do not exist on most of the other trees akin to other classes, and if they do, they are very mediocre and non-impactful reductions. Please remove or reduce the number of reductions on warrior passive tree and this should make the class more fun to enjoy and build craft so every build doesn't have to start with slotting HOTG. Thank you & GG's, I hope these changes are considered. P.S. Also I think it would look really cool if two or three ancestors joined into the stampede. It would also make a lot of sense for the name being something of a group and we do have an ancestor that already pushes things around. Even if the animation collides with walls, they can pass through since they are ghosts Afterall. Just a thought! Last edited by KingTide#1996 on Jan 30, 2025, 4:30:11 PM Last bumped on Feb 3, 2025, 11:24:36 AM
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