Constructive melee feedback (Warrior centric)

Pretty much agree on your negative points with the exception of attack speed.

Most mace skills (and especially with dual-wielding) have static animation time that's not improvable with attack speed. It can be improved by "+% skill speed" passive nodes, but we only have 1 cluster of those, and they feel very mandatory for a mace build.

So yeah, your attacks will always be on a pretty slow side with some very NOTABLE exceptions, like Perfect Strike or your basic mace attack. Using those exceptions can do you a lot of good. You don't have to stick 100% to slam attacks.

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Can't agree with most of your "questionable" points. Yes, sanctum trials are very anti-melee, but ultimatum trials aren't.

I didn't have any issue with hitboxes at all.

Map modifiers feel like yet another PoE1 copy-paste remnant that's just poorly balanced for PoE2.

Skills are unfinished, so discussing them right now feels very premature. Not until most of "coming soon" labels are off.

Life vs. ES - while ES seems overtuned (a lot), I'm not finding any great and terrible issues with life. While your max HP might be pretty low (esp. compared to ES), I'd like to point out that your EFFECTIVE hp with life tends to be miles better if not judged only by max number. Your life regen never stops, for instance, so as long as some attack doesn't kill you outright (and for warrior it's largely true), you'll be getting more hp for every moment between attacks. Something that ES users can't really get.
Last edited by just_dont#6539 on Dec 16, 2024, 2:11:43 PM
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Pretty much agree on your negative points with the exception of attack speed.

Most mace skills (and especially with dual-wielding) have static animation time that's not improvable with attack speed. It can be improved by "+% skill speed" passive nodes, but we only have 1 cluster of those, and they feel very mandatory for a mace build.

So yeah, your attacks will always be on a pretty slow side with some very NOTABLE exceptions, like Perfect Strike or your basic mace attack. Using those exceptions can do you a lot of good. You don't have to stick 100% to slam attacks.

---

Can't agree with most of your "questionable" points. Yes, sanctum trials are very anti-melee, but ultimatum trials aren't.

I didn't have any issue with hitboxes at all.

Map modifiers feel like yet another PoE1 copy-paste remnant that's just poorly balanced for PoE2.

Skills are unfinished, so discussing them right now feels very premature. Not until most of "coming soon" labels are off.

Life vs. ES - while ES seems overtuned (a lot), I'm not finding any great and terrible issues with life. While your max HP might be pretty low (esp. compared to ES), I'd like to point out that your EFFECTIVE hp with life tends to be miles better if not judged only by max number. Your life regen never stops, for instance, so as long as some attack doesn't kill you outright (and for warrior it's largely true), you'll be getting more hp for every moment between attacks. Something that ES users can't really get.


Interesting perspectives.

Curious how far into the end game you are? A lot my feedback has been updated since I got to maps and the end game, and your experience may differ greatly depending on where you are at.


Attack speed, for example. I mention specifically the base durations added (e.g. 1.5s to sunder) are what specifically feel bad about them, and do not scale down as you level the gems, leaving them slow from start to end...only by the end game, you also tend to click a few of the 2h mace nodes which also give 5% reduced attack speed per node, making them slower, and thus in many cases you are somehow slower at end game than the beginning.

That isn't power fantasy in my eyes.



Hitboxes I feel are kinda objectively in a bad place, sorry but I fundamentally disagree with your assessment.

For example, are you doing t15 maps with rituals and breaches, in layouts such as mire or augury or some other narrow hallway map? It feels really bad.

Likewise, I added some other examples that are bad, like mobs that charge you causing you to desync with the server.


The feedback about gems is still valid, even if it is early access. Feedback doesn't just manifest out of thin air.


Effective HP cannot be truly calculated right now, but just be aware that armour is similar to poe 1 (negligible vs the hits that will kill you) and most attacks in this game are ground base aoes or slams which ignore block.

Also, you have to factor in the above notes about attack speed into the EHP calc since warrior has to sit there for 1.5+ seconds during a wind up time eating damage before the attack lands. Not all other classes deal with this.


AMD Ryzen 7 5800X
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Last edited by Eep#5463 on Dec 16, 2024, 7:55:20 PM
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Pretty much agree on your negative points with the exception of attack speed.

Most mace skills (and especially with dual-wielding) have static animation time that's not improvable with attack speed. It can be improved by "+% skill speed" passive nodes, but we only have 1 cluster of those, and they feel very mandatory for a mace build.

So yeah, your attacks will always be on a pretty slow side with some very NOTABLE exceptions, like Perfect Strike or your basic mace attack. Using those exceptions can do you a lot of good. You don't have to stick 100% to slam attacks.

---

Can't agree with most of your "questionable" points. Yes, sanctum trials are very anti-melee, but ultimatum trials aren't.

I didn't have any issue with hitboxes at all.

Map modifiers feel like yet another PoE1 copy-paste remnant that's just poorly balanced for PoE2.

Skills are unfinished, so discussing them right now feels very premature. Not until most of "coming soon" labels are off.

Life vs. ES - while ES seems overtuned (a lot), I'm not finding any great and terrible issues with life. While your max HP might be pretty low (esp. compared to ES), I'd like to point out that your EFFECTIVE hp with life tends to be miles better if not judged only by max number. Your life regen never stops, for instance, so as long as some attack doesn't kill you outright (and for warrior it's largely true), you'll be getting more hp for every moment between attacks. Something that ES users can't really get.

I was pretty sure skill speed is just +x attack speed and cast speed together. It's not action speed and it's just additive attack or cast speed
i personally also have an issue with the Giant's Blood requirements.

Warrior is so insanely suffix heavy its very hard to cap your resistances and get a lot of strength on top of that. i Have 20+ str rolls on every single piece of my gear and i can bearly use my mace with a shield.

i'm not saying its impossible, but the investment required is so outrageus that you are better off using a worse weapon base with a lower stat requirement instead of the best one theoretically availabel to you.

I also had to take every single raw strength node on the tree to satisfy the str requirments and i dont feel i that i have a lot of choice in gear unless there is strenngth / resists / life on it.

Mechanically, you run into a lot of issues being a slow hitter. I unspecced the Atlas node with "Unique and Rare Monsters have 1-2 additional modifiers" because my unique bosses were spamming volatiles all the time :D

Also i "only" have a couple of 5 links and im running out of support sockets already and feel kinda socket starved.

I even invested quite a lot in attack speed which feels already better but yet not still enough for some turbo fast mobs.

Regardless even with those issues, i love Warrior so much.
Last edited by c0refreAk#2874 on Dec 17, 2024, 2:30:50 AM
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i personally also have an issue with the Giant's Blood requirements.

Warrior is so insanely suffix heavy its very hard to cap your resistances and get a lot of strength on top of that. i Have 20+ str rolls on every single piece of my gear and i can bearly use my mace with a shield.

i'm not saying its impossible, but the investment required is so outrageus that you are better off using a worse weapon base with a lower stat requirement instead of the best one theoretically availabel to you.

I also had to take every single raw strength node on the tree to satisfy the str requirments and i dont feel i that i have a lot of choice in gear unless there is strenngth / resists / life on it.

Mechanically, you run into a lot of issues being a slow hitter. I unspecced the Atlas node with "Unique and Rare Monsters have 1-2 additional modifiers" because my unique bosses were spamming volatiles all the time :D

Also i "only" have a couple of 5 links and im running out of support sockets already and feel kinda socket starved.

I even invested quite a lot in attack speed which feels already better but yet not still enough for some turbo fast mobs.

Regardless even with those issues, i love Warrior so much.

One thing that might help is the nodes on the south of the tree with reduced requirements. 12% reduced requirements is solid and if you take titans bulking form that is 18% reduced requirements.
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Eep#5463 wrote:
Interesting perspectives.

Curious how far into the end game you are? A lot my feedback has been updated since I got to maps and the end game, and your experience may differ greatly depending on where you are at.

Barely just got there.
But I don't think you should be basing your thoughts on builds on the current state of endgame. Entire endgame available to us right now feels very unfinished, it's just PoE1 league mechanics quickly ported into PoE2 with what feels like absolutely minimal balancing.

I'd expect it to change rather substantially.

"
grepman#2451 wrote:
One thing that might help is the nodes on the south of the tree with reduced requirements. 12% reduced requirements is solid and if you take titans bulking form that is 18% reduced requirements.

Reduced requirement nodes flat out don't work whatsoever for the moment.
However, that cluster also has +10% attributes node, that one works fine.

Anyway, reaching x3 requirements is not impossible, but feels slightly overtuned - they nerfed Giant's Blood from x2 requirements (which were extremely easy to reach) to x3, while a better multiplier might be something within x2.5 - x.2.8 range.
Last edited by just_dont#6539 on Dec 17, 2024, 3:07:30 AM
This feedback is really well formulated. Awesome to see some actual feedback in the midst of all the chaos!
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Eep#5463 wrote:
Interesting perspectives.

Curious how far into the end game you are? A lot my feedback has been updated since I got to maps and the end game, and your experience may differ greatly depending on where you are at.

Barely just got there.
But I don't think you should be basing your thoughts on builds on the current state of endgame. Entire endgame available to us right now feels very unfinished, it's just PoE1 league mechanics quickly ported into PoE2 with what feels like absolutely minimal balancing.

I'd expect it to change rather substantially.

"
grepman#2451 wrote:
One thing that might help is the nodes on the south of the tree with reduced requirements. 12% reduced requirements is solid and if you take titans bulking form that is 18% reduced requirements.

Reduced requirement nodes flat out don't work whatsoever for the moment.
However, that cluster also has +10% attributes node, that one works fine.

Anyway, reaching x3 requirements is not impossible, but feels slightly overtuned - they nerfed Giant's Blood from x2 requirements (which were extremely easy to reach) to x3, while a better multiplier might be something within x2.5 - x.2.8 range.


The keystone has to come at cost or there is no reason not to take it. It is extremely strong.
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Sickness#1007 wrote:
The keystone has to come at cost or there is no reason not to take it. It is extremely strong.

Absolutely. But currently it's a keystone that requires you to wrap ALL of your build around it. Which is a bit too much. It's not CI or Blood Magic in terms of how deeply it affects your gameplay, it's generally only "uh I do moar damage in style" keystone.
Last edited by just_dont#6539 on Dec 17, 2024, 3:45:57 AM
Man I have been playing warrior, been kinda enjoying it but it really feel sooooooooooooooooooo slow. Everything has a fking wind up, breach is intolerable with warrior in Tier 10+ maps. Like i can prepare a skill but in less than a second am already overwhelmed by hundreds of mobs dealing direct damage to me and then come the ranged one while I just finished casting my fist skill.

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