Disengage is a very good example of whats wrong with PoE2 design atm.
It was made to Disengage after a parry but because parry is so clunky it rarely (if ever) is used for that. Even if parry is fixed and usable, skills that make you move backwards will never be popular unless there is a HUUUUGE benefit of doing that.
Instead people are WASDing backwards so that they could use Disengage as a movement skill to move forwards. Last bumped on Apr 11, 2025, 6:28:48 AM
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" Well i have to disagree here, i constantly use parry, disengage to move backward and then lightning spear as i have a bit of space for the spear to go, then primal strike if anything is still alive and shocked, i quite like it. Change from the monotonious 1 button build. They need to fine tune a bit parry that sometimes is not triggered and disengage for consuming parry debuff that also can be off and then will be good. |
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" Then you are the exception. Most effectively its used as a movement skill to speed up yourself while going trough the giant campaign. Any extra move speed is appreciated there . |
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You don't have to go backwards with it (by that I mean I disengaged to move forwards for the whole campaign/clear packs faster) but yes disengage needs some real changes to make it both more reliable and more rewarding.
I genuinely believe that when designing skills GGG frequently forget that anytime you are using X you aren't using Y, so combo skills have to be worth their setup time. Last edited by Draegnarrr#2823 on Apr 10, 2025, 5:16:16 AM
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" I 100% agree. I really like parry + disengage up until act 3. I think they should just make disengage an AoE and it would be perfectly balanced. Later on disengage does not give nearly enough benefit to be useful but I think that’s completely fine as at that point we have snipers mark and whatever the frenzy generation passive is. I love how much choice we have there with synergies with pin and electrocution (I have seen people with electrocution on lightning spear, arcing spear and lightning herald and pin on spear field and whirlwhind). I think having disengage just be viable in the early game is perfectly fine. The 50% damage boost + complete nullification of damage + passive block chance still makes parry viable late game and I have seen people on hardcore spec more into block chance. I really like the balancing of parry and disengage because it feels like the character is constantly evolving with new ways to generate frenzy charges making it feel like you are discovering new combos throughout the campaign. People meme on disengage like GGG meant for players to parry every mob and generate frenzy charges with disengage in maps but I 100% believe the skill is meant to be switched out for another combo already during the campaign which I love. Last edited by RusinaRange#6285 on Apr 10, 2025, 5:23:15 AM
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Why backwards ? Why not " Leap forwards pushing back all enemies in front of you, dazing them " ?
That could be immediately followed up by a skill that consumes daze and grants charges. Now to parry you have to: Stand, posittion, wait, wait, get hit(enemy can miss), then hope you hit with the disengage. If parry was a skill similar to Molten Shell - press and you have a window, in which, if you get hit, that hit gets parried. Then it would be: Parry ---> Engage ---> Execute You avoid the hit, you react to the hit by Engage , you finish the enemy by Execute, you are buffed and ready for next pack. |
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" Hehe you agree with me and i agree with you also 100% ;) Nice post, i have not much to add. I am also speccing in block and continue to use parry for now (early map) - want to make it work and trying to avoid using Frenzy support. I have read than GGG is checking parry not working from time to time so i guess will be even better, we could have a small aoe with disengage, I also notice than if you disengage on 2 ennemies with parry debuffs you get only 1 charge, would like this to change to encourage keeping parry disengage more for late game scenario. |
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Disagree, Parry and disengage are great. I enjoy the playstyle. I have no need for the culling strike.
More design like this is what i am looking for, I know its because i am a souls player first, my first instinct when i saw it was to time my parry haha. I would enjoy that, but it's a nice version of the mechanic, works well. Stoked if we get more in this direction. This is why i liked poe 2 when i watched the game, was like a isometric souls mixed with shooter and arpg stuff. I am all for new things. |
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I use it all the time to move backwards. specially after deploying spear field.
[Removed by Support] Last edited by Joel_GGG#1496 on Apr 10, 2025, 7:42:12 AM
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I'm fine with it except the disengage missing half the time, seriously the targeting priority for your flagship new mechanic is busted, how about fixing it instead of lowering life, making LS OP...
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