Accuracy rating feels like an obsolete system

After playing extensively with the Warrior, Mercenary, Sorceress, and Monk (the latter being my most played, reaching level 91), I get the feeling that the Accuracy Rating system is a relic from an older era—probably inspired by tabletop RPGs where attack rolls determine hits—that has been carried over without considering removing it entirely.

The issue is especially noticeable with the Warrior, where at a certain point, it almost feels like the game is bugged because you’re dealing no damage to enemies. Then you realize you only have around a 70% chance to hit due to your Accuracy Rating. I haven’t had this issue with any other character—I never had to worry about this stat at all. And yet, with the Warrior, the class that has to expose itself the most in melee combat, I’m struggling to land hits. It feels really odd to perform a massive Slam and see the enemy’s health bar remain completely unchanged.

Additionally, there’s the Accuracy penalty for ranged attacks, but the game doesn’t provide clear feedback on what’s happening or whether you’re actually hitting your target.

I believe the system should be completely removed. However, since its removal would impact other mechanics like Evasion, here are some considerations:

- Characters should always have a 100% chance to hit enemies. Enemies should always have a 100% chance to hit unless the player has Evasion.

- Enemy level should reduce the chance of the player to evade a strike or projectile. Enemies with the "Accurate" modifier should reduce this evade chance even further.

-"Evasive" enemies should have an inherent evasion stat, meaning they have a fixed chance to evade both Strikes and Projectiles, functioning just like it does for players.

- Resolute Technique should prevent attacks from being evaded or blocked, at the cost of disabling critical hits—making it useful against enemies with block or evasion.

- Dexterity should provide a different benefit also. I know the devs have commented on this and don’t have a clear answer to what dexterity should grant, but I think a good solution would be to grant movement speed (1% per 10 Dex) while removing movement speed mod from boots (some unique boots could grant it). Movement speed is a highly desirable and powerful stat, and thematically, it makes sense for Dexterity-based characters to have it. Some might worry that extreme stat-stacking could break the game, but at 500 Dexterity, that’s only 50% increased movement speed. In my opinion, these extreme cases are more of an outlier, while most casual players (the majority in PoE2) wouldn’t experience them. This way, reaching 200 Dexterity would grant 20% movement speed, which feels great when combined with passive tree nodes.

- Ranged attacks should have a "spread," similar to a shooter, where projectiles deviate more as distance increases (including slight deviation on the Z-axis for height variation, since the game has 3D elements even if they aren’t visually obvious in gameplay). Certain nodes—like the Deadeye talent—could reduce this spread, ensuring precise shots at longer ranges.
Last edited by Sulik7#2502 on Feb 2, 2025, 5:07:07 AM
Last bumped on Feb 4, 2025, 1:16:43 PM
Basically accuracy should go, another annoying thing that you have to deal with on melee that is already weaker than casters.

Also, in poe1 we already have this kind of spread for atleast all range attacks, if your cursor is close to character, projectiles are more spread, when cursor is far from character, projectiles are more focused.

And why its not in poe2, because in poe2 we have shotgun unlike poe1.
Last edited by PaintMaster#2396 on Feb 4, 2025, 10:55:38 AM
I think that Accuracy MUST stay, BUT MUST go for a player's character. It is a good stat to have for the mobs.
Accuracy is obsolete until you run into a rare sporting temporal bubble, all damage chills and evasive, and then as you swing your staff at 1 attack per 5 seconds, and it misses you think "really wish i had at 450 accuracy roll on my staff now" and you die...good times
In PoE2, accuracy is missing the accuracy stacking ascendancies/items.

If accuracy also provides damage/attack speed/crit, then it's a good stat to stack. But at this moment, once you have 95%+ chance to hit rares&uniques, getting more of it feels like a waste.
Last edited by 6_din_49#4066 on Feb 4, 2025, 11:31:15 AM
"
Basically accuracy should go, another annoying thing that you have to deal with on melee that is already weaker than casters.

Also, in poe1 we already have this kind of spread for atleast all range attacks, if your cursor is close to character, projectiles are more spread, when cursor is far from character, projectiles are more focused.

And why its not in poe2, because in poe2 we have shotgun unlike poe1.



I think it's because of the controller crap in this game.

I don't understand why when I switch to controller on PC, my entire HUD changes. It makes NO sense.

Why does my input determine the location of my buffs and detrimentals(ailments)?? Just because I'm using a controller doesn't mean the top left is no longer a good place for those icons... What's the logic there?
I never understood "Accuracy" as a stat in PoE.

It's not that I don't understand what it does, I don't understand why it is in the game in the first place.

Sure, that you are unable to hit 100% of your attacks is "realistic" if you don't invest in it, BUT Spells don't have an accuracy rating.

Every up- and downside related to skills appears on "Attacks" and "Spells", but only "Accuracy" is an additional downside compared to spells.

And the reason "Accuracy is in the game so the game can determine how to interact with evasive mobs" is just another way to say "nerf melee" for no reason, again... spells don't suffer from that issue.
Idk that accuracy is obsolete as for the genre's game design in general, but in this game specifically to comes across kind of obsolete, in that it is never something you ever have to think about or care about.

Everyone's always playing either:

-A dexterity based character that inherently has so much accuracy they never miss, and could easily forget accuracy is a stat the game has. This is with no accuracy modifiers on their gear, just from their dex.

-A character throwing out skills or spells where accuracy is irrelevant because they're all aoe or don't interact with accuracy, and enemies are standing inside the a, so they get the e. It touches them it works, no stat involvement.

-A melee with no dex, so no accuracy, but it doesn't matter because they had the skill node that makes it literally impossible to miss.
That's your mistake by they way, you forgot to take the obligatory "cannot miss" passive on your warrior.
Last edited by The_Song#4903 on Feb 4, 2025, 12:30:53 PM
Dexterity is a complete joke compared to Intelligence and Strength, it is basically useless unless you are scalling something off Dex or accuracy.

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