Constructive melee feedback (Warrior centric)
I see warrior feedback, I bump.
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" The idea behind Wind Up is that a lot of people want to use skills like Sunder as their bread & butter attack. By allowing them to fire off 2-3 in the time it'd take a normal with windup to complete, it can be balanced out. Whether my numbers are balanced or not, the idea should still be strongly considered. |
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AMD Ryzen 7 5800X
MSI RX 2080 Samsung 980 Pro SSD 32GB GSkill Trident-Z | |
" I like your idea just not the numbers that is all |
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I'll also add my 2cents.
My 4th character is Titan built for block and armour/ES with 2h mace and shield running fast earthquakes and hammer of the god. I like this character the most even when I can run herald ice monk and blow up the screen. It feels the most engaging to me (could be the armour break sounds) even though its just earthquake spam against mobs and stun buildup to empowered hammer of god for bosses. It also feels the tankiest out of all my characters, making it so I am willing to get up close. I'm going fast earthquake since it actually felt fast and normal, I am grabbing some nodes all the way north so pathing requires a lots of points. Most of campaign felt BAD. It wasn't until ~lvl65 near end of campaign that fast earthquake is actually buildable since it requires pathing north which requires a lot of points. A lot of mace skills felt super slow, trading blows most of the time to deal damage. Most of my encounters were near death until lvl 60, trying to use leaping slam, sunder, rolling slam, etc. Block feels mandatory since it is hard to build evasion, so 2h giant's blood also felt mandatory since 1h mace damage feels really low. Once I got enough STR for 2h mace, I felt a significant jump in damage. Mace strike feels like SHIT. I inch slightly closer to my target with each swing, the range is low, and the sound effect is so pitiful. Number-wise it has high dps, but it feels so bad to use that I don't even use it. Most melee swings need to move further like Ice Strike. Even the Quarterstaff Strike had better movement. Once I got the passives required for fast earthquake and I invested in near-max block (~lvl 65), ONLY then was Warrior really fun. Could be because my build is very specific, but Warrior should also feel fun throughout the campaign and I did not really enjoy it running the other mace skills. |
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" You certainly went off the beaten path. I, for one, love how impactful Rolling Slam and such feels, aftershocks feel amazing. Can't for the life of my find enough strength and strong enough mace that also has lowered req to warrant Giant's yet, so I am still running proper two-hander, though my mace does have something like 412-582 damage and +3 or +4 level melee skills so this is going to be hard to swap out (I'd need VERY high acc/dam hybrid, inc phys, and +phys to warrant losing +level or life+mana leech). I love the fuck out of this character. Problem is, armor is garbage as a defense despite 71%+ and even at 78/76/78/55 every ele and chaos hit feels like I got hit by a speeding car. They so badly need to do something for Armor/Life. IMO, playing campaign as warrior and now trying sorc your damage potential honestly feels tragic (and I'm juicing my sorc kinda cuz second character, almost 2k ES 400 Life too and not done act 3), things only really start to pick up once you get your big higgers at final couple tiers. |
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Been playing with 1h mace, lately, so my thoughts from that experience:
1) The base range is too low. Need a +2 range node to feel decent. 2) Perfect Strike wiffs all the time. Not talking timing-wise, though there often it does nothing if the strike isn't perfect, or accuracy related misses, but rather than the lower damage it is supposed to do, but it just fails to attack things it should. Dropped it from the build for now for that reason. 3) Molten Blast has the same missing for no reason issue. At range, it is okay, not great, but up close, it fails to hit things it should. I have to resort to Shield Wall to make it work. 4) Shield Wall itself feels a lot weaker than the skill that functions similarly to it, Ice Wall. 5) Sunder is way, way, way too slow to use. Only worth using if put on Ancestral Warrior Totem. 6) 9 skill slots feels low. This is in large part due to the Spirit buffs available, with the ones worth using costing 30: Herald of Ash, Magma Barrier, Time of Need, Scavenged plating, and Berserk. So that'll eat 3 slots. Then you have Hammer of the Gods, which has a long timer, so a skill slot spent there on a limited use skill. Then you have the combo skills, which means 2+ skills per 1 effective result. 7) I'd really like to get rid any and all conversion to fire damage and/or lose the "phys" bit from the leeches. I want to leech for what I hit, not for a fraction of it. 8) Many enemies get knocked back when they get stunned. Which means you now lose a chunk of the stun time having to run back up to them. Way to make a good thing bad. 9) "Attack without Moving" doesn't work for skills like Molten Blast. You'll always move forward. This needs to be changed, ASAP. Actually, Molten Blast just shouldn't move you forward period. Mace is just a mess of things that don't quite work. Last edited by Axterix13#5693 on Feb 1, 2025, 8:28:42 AM
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