Constructive melee feedback (Warrior centric)

As a Warrior I noticed a bug where in rare cases, no input besides movement can be done. Like once the bug is in effect, I can't use most skills until I move. Anyone experience this?

Also small feedback, not sure if it's relevant or if I just have to adapt, but when you heavy stun small monsters they move back a great distance and you miss with a follow up attack or you only hit 2 out of 5.
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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.

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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.

they do though ? I am able to equip a mace that has more than a third of my strength in requirements
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grepman#2451 wrote:
they do though ? I am able to equip a mace that has more than a third of my strength in requirements

Are you absolutely sure about it? Have you tried it with anything that's not a Giant's Blood thing?

Because I tried taking these nodes to wear a piece of armor, and I found out they don't do anything in that case - the game still doesn't allow me to equip a 49 DEX armor while having 48 DEX, no matter if I took all these nodes or not.
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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.

I think that is exactly how it should be. Otherwise they may aswell remove one handed weapons.
Double post.
Last edited by Sickness#1007 on Dec 17, 2024, 4:22:00 AM
well I agree with all you said, power creep is the biggest problem
"oneshot vs oneshot" on maps unless you have like all possible defenses in the game (giants blood+shield is like the best and only way to play)
-monster HP feels small, and damage way overtuned on majority of ranged moobs
-rare modifiers (on moobs), affixes on waystones/tablets/trials/some atlas nodes are way overtuned creating those insane multipliers to monster dmg.
-bossess starting from cruel and continuing on maps are super weak, super easly two-shotted ... -> give us meaningfull bossfight in the spirit of act1-3 normal.

But from a warrior perspective I have to add:
-90% usable support gems are "more dmg" - we need more interesting interactions
-Warcries are must have skills for all builds (especialy Infernal Cry-its just free 1,5-2x dmg)
-Hammer of the goods is just bad design, 2000% dmg skill with cooldown.. I just refuse to use that feels like cheesing your way through game..
- 2h feels super overtuned compared to 1h (like 5x stronger atleast), but super slow
- "plus attack time" skills feel really bad, and are again unusable on 1h (they are basicaly as slow as 2h swing on fastest 1h weapon vs slowest 2h weapon)

IMO 2h nerf IS needed,skills need major tweaking, especially hammer of the gods need change-> would probly be fine if dmg was reduced 2x and cooldown 1,5-2x to feel a little better, and infernal cry imo. I would argue that herald of fire is also a cheap desing/must have for clear for 90% of the game, maybe falling off later in maps
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grepman#2451 wrote:
they do though ? I am able to equip a mace that has more than a third of my strength in requirements

Are you absolutely sure about it? Have you tried it with anything that's not a Giant's Blood thing?

Because I tried taking these nodes to wear a piece of armor, and I found out they don't do anything in that case - the game still doesn't allow me to equip a 49 DEX armor while having 48 DEX, no matter if I took all these nodes or not.

Yes ? I am using enfeeble (with blasphemy) with less requirements than both gems state
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fifus92#6120 wrote:

-Hammer of the goods is just bad design, 2000% dmg skill with cooldown.. I just refuse to use that feels like cheesing your way through game..


it really isnt in maps though

hammer is slow, many mobile mobs move out of the way even with a lot of aoe investment and fist, and missing the hammer feels really bad



Pretty much everything the OP said aligns with my experience as well.

OP, curious what you think of my suggestions here: https://www.pathofexile.com/forum/view-thread/3641973
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As a Warrior I noticed a bug where in rare cases, no input besides movement can be done. Like once the bug is in effect, I can't use most skills until I move. Anyone experience this?

Also small feedback, not sure if it's relevant or if I just have to adapt, but when you heavy stun small monsters they move back a great distance and you miss with a follow up attack or you only hit 2 out of 5.


Can confirm I've had this multiple times as well
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z

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