Constructive melee feedback (Warrior centric)
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" Mark sure made it seem like he thinks warrior/mace is fine with a few minor number tweaks, rofl. don't get your hopes up |
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" +1, Agreed overall for now. Also, again, as aforementioned, they have a past history track record -- and no, I don't believe that's the case ("melee < ranged" for decade+ perhaps). To re-iterate (TLDR): post-interview, (personally) my current (until more data arrives from the community/YT/forums/Reddit/etc) bet will side on past history, i.e. "melee < ranged" and "zoom zoom 1-shot" -- so, no real changes from PoE1, essentially (with the main outlier of the campaign for the 1st ~60 lvls or so...lol --- and new melee classes like Druid/Templar/Marauder...lol [bye Warrior...lol {I don't count Monk...lol -- nor minion/Witch...lol}]) -- and timing-wise, I'll just say 2026+ (so, guessing 1 more year of gamedev until full Release post-this EA). (Post this interview w/ the 2 GGG reps, I just decided to bite the bullet and re-rolled Monk [finally?] for SSF [felt the additional handicap of SSF would help Balance it out...lol. {Merc lvl ~64, Witch lvl 21, Warrior lvl 66 -- considering trying out the Quarterstaff for my Merc -- Re-spec Again...lol -- and yes, will still be on the lookout for future Druid/Templar/Marauder...lol}]) |
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AMD Ryzen 7 5800X
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Personally, i'm not a fan at all of hammer of the gods. One button to do meaningful damage just feels so uninspired compared to the mechanics piano you are doing with your other abilities to make them effective.
If anything, charged slam was better thematically as the big hit. 100% agree on the attack speed comments. Warrior just has so many downside nodes it gets kind of ridiculous in comparison to other class trees with the amount of negatives received on a class that is ALREADY negatively impacted just from the armour and weapons they use. It feels like the tree was designed around being scared of titan being too powerful, which i can imagine is already a design nightmare of needing to remind people that hulking form exists every time new passives are designed, but they went overboard with the negatives. Also the targeting on perfect strike is god awful and is actually worse to use than pre nerf bone shatter. Last edited by Mistwalker#5296 on Jan 14, 2025, 9:44:05 PM
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" they nerf supercharge slam before they really played it. |
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" Hear me out. I been watching this anime -- Shangrila Frontier One of the big body chars, Psyger-0, has this awesome huge attack she can do once she meets certain conditions. It made me think of how like the Bell works on Monk -- maybe HOTG could be like that? So like if you land 4 (sunder, earth quake, etc) against 1 enemy, you unlock HOTG and maybe its a bit faster to cast. Rather than just being a magic button you press on a strict cooldown, it'd be cooler if you had certain conditions required to unlock it that require some actual game play strategy. IDK, just spit balling AMD Ryzen 7 5800X
MSI RX 2080 Samsung 980 Pro SSD 32GB GSkill Trident-Z | |
" The nerf in the first big patch was the dumbest ever. I can barely get to stage 2 on a heavy stun to a boss and gave it 20% quality. Utterly worthless skill now. HotG can do more damage and is usable mid map while fighting regular monsters and rares for vastly more damage and all you gotta worry about is a cooldown timer. Not that I want HotG to be nerfed, but they are demonstrating some serious confusion in how best to navigate warrior balance. |
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