Constructive melee feedback (Warrior centric)

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theomni#7082 wrote:
I'm having a hard time leveling because the melee experience is so frustrating it keeps making me quit playing. I haven't even made it to maps yet because of all the issues being discussed here.


Unfortunately its kinda more of the same at maps for the bonk players.

Like I noted, its bizarre because after investing in gear, nodes, etc...I am somehow slower in maps than I was out the gate in act 1. Very weird feeling.
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
Please GGG allow boneshatter to build up stun. Why i am not allowed to blow up packs immediately with point blank strike skill? It still won't match any ranged dps clearing speed, but won't be so clunky to play as right now.
- "Identify all" action doesn't identify items in Titan's ascendency chest
- Can't CTRL click items from titan chest into stash
- animations after using some skills are really detrimental to the feeling of the class. Example are boneshatter or shield charge
- boneshatter still sometimes misses even with 100% accuracy
- getting hit with all projectiles and spells during leap slam feels really bad
- too many conditional passives in the tree
- give us some "ignite does damage faster" nodes
- on the "world map" when a map is in progress but already completed, the map is still marked as "in progress" which leads to reentering the map to see if it's complete because we forget what the current status is after cleaning up our inventory
- expedition artifacts should be autopickup. I dunno why you went back on this again.
- expedition chests should be visible on the mini map
- the rare monster mod "cannot recover more than half life" is very overtuned for melee warriors since we need to get close and thus are perma-half-lifed
- the map mod "monsters have chance to cause bleed on hit" is very bad for warriors since we get hit a lot. the charm can't proc often enough and we get stuck with a big degen that doesn't allow is to move which can be deathly because of all the on ground effects and what not
Last edited by mafoe#5998 on Dec 15, 2024, 1:13:16 PM
+1 to all of it.

Especially the map designs; at least half of the inside area of a map has void space from all sorts of stuff. This makes what you would expect to be a nice open layout into the Maggot Lair from D2. Ritual is especially affected by it, further reducing the area available to navigate.

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mafoe#5998 wrote:
- "Identify all" action doesn't identify items in Titan's ascendency chest
- Can't CTRL click items from titan chest into stash
- animations after using some skills are really detrimental to the feeling of the class. Example are boneshatter or shield charge
- boneshatter still sometimes misses even with 100% accuracy
- getting hit with all projectiles and spells during leap slam feels really bad
- too many conditional passives in the tree
- give us some "ignite does damage faster" nodes
- on the "world map" when a map is in progress but already completed, the map is still marked as "in progress" which leads to reentering the map to see if it's complete because we forget what the current status is after cleaning up our inventory


Oh these are all great too. +1

I avoid boneshatter because its just such a myriad of conditions you have to get for it to work, and late game its too easy to heavy stun with one hit against trash if you have a strong mace.
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
I think your point about "satisfying to land a big combo" Will get old with the .4 aps abilities like sunder. Sure its cool short term in a vacuum, but its only cool if you never watch any decent class play the game. You should go make a monk.

The same issues from poe1 still exist with melee, absolutely nothing was fixed except maybe accuracy being easier (as far as i can tell). There are too many benefits to being super fast.
Level: 81 Titan with 3 Ascendancy - 75 total resistance / Chaos 10% / 9k armour + 2H Mace - No Giant's blood. - SSF League.

Rolling Slam: The skill is extremely slow even with +40% attack speed. I think the skill's animation needs to be improved or some form of damage mitigation needs to be added.

Volcanic Fissure - Skill could benefit from endurance charge to create aftershock, instead of relying on another slam to cause it.

Stampede - Needs superarmour as standard.

Stone Skin - Titan's Ascendancy - Should give knockback immunity along with armour.

The definition of Stun could be improved. The Crushing Impacts ascendancy, for example, removes the possibility of using Boneshater because most attacks will stun the enemy directly, instead of filling their stagger bar.


In general, all skills that use a mace should have an exclusive bonus for using one hand + shield insted a generic dual wielding.

The fact that many are opting for Giant Blood with titan to use 2h + shield shows the lack of interesting options for 1h and shield for example.



Monsters

Chaotic Zealot - This mob's chaos damage is totally unbalanced.
The mobs in act 2 that throw a spear and are the pack of the first boss of the act also have totally disproportionate damage.
The monsters in the mirror of delirium, even the smaller ones, push the character away. It's usually a death trap because they drag you into an area of damage.

Last edited by reinero#6005 on Dec 15, 2024, 5:00:54 PM
"
reinero#6005 wrote:
Level: 81 Titan with 3 Ascendancy - 75 total resistance / Chaos 10% / 9k armour + 2H Mace - No Giant's blood. - SSF League.

Rolling Slam: The skill is extremely slow even with +40% attack speed. I think the skill's animation needs to be improved or some form of damage mitigation needs to be added.

Volcanic Fissure - Skill could benefit from endurance charge to create aftershock, instead of relying on another slam to cause it.

Stampede - Needs superarmour as standard.

Stone Skin - Titan's Ascendancy - Should give knockback immunity along with armour.

The definition of Stun could be improved. The Crushing Impacts ascendancy, for example, removes the possibility of using Boneshater because most attacks will stun the enemy directly, instead of filling their stagger bar.


In general, all skills that use a mace should have an exclusive bonus for using one hand + shield insted a generic dual wielding.

The fact that many are opting for Giant Blood with titan to use 2h + shield shows the lack of interesting options for 1h and shield for example.



Monsters

Chaotic Zealot - This mob's chaos damage is totally unbalanced.
The mobs in act 2 that throw a spear and are the pack of the first boss of the act also have totally disproportionate damage.
The monsters in the mirror of delirium, even the smaller ones, push the character away. It's usually a death trap because they drag you into an area of damage.



Thanks for adding to the list! bump bump
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
the bodyblocking (and eventual stunlock) and lack of space to move with stampede/leap slam are the main culprit of most of my Titan deaths....aside from chaos ground effects which are heinous


one trick that helps a little bit is running wind dancer. not for its more evasion, but for the trigger attack that automatically knockbacks when you get hit in melee range. it can be supported and putting utility stuff on it like maim helps to knockback mobs and then maim them for slow down.

I went out of my way to get spirit on gear to run wind dancer because bodyblocking in tight spaces feels so bad. because of this (and chaos dots) I dont run rituals in high tier maps as melee.
bump
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z

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