Quick feedback on melee
My first infamous mercenaries was Taruki, the combat was 5 minutes (checked the log for the times) of me running after him, swinging my two handed sword, with molten strike of the zenith and combat mastery for additional strike. He would always move and run out of range of the attack...
By comparison, my fight with Malachai in the same area, with all cut-scene, was a whole 2 minutes. I also had an encounter with a stunning-mod rare enemy... I could never finish one swing. THIS IS NOT FUN. And this is why melee (truly melee, Volcanic fissure or Lightning strike doesn't works like that) just feel horrible. I had to abort a Ritual last league because of a spiderbot enemies with temporal chain aura for the same reason. There is multiple issues: * Melee is still too slow, even with the rework on the one-two-step animation attack, but it is better. * Enemies are just too fast, are the fleeing AI is a nightmare for melee. * Having to get close to enemies take time, as dodging enemies' slam, channeling skill had (and I think even with this patch, still have) this same issue. Possible fix: * Make some melee attack skill have a chance to avoid stun * Make slowing movement speed of enemies in close combat more common * Maybe make the character move really close to the target while the animation play * Somehow the range of the melee attack should be higher for enemies that move out, make additional hit more common and uncancelable or just remove all strike I've not play PoE2, but it seems from feedback of friend that the issue is still there. I've extensively played poe from the 0.10 and play most often off-meta and enforced solo self found. I enjoy plyaing with a great diversity of build. Last bumped on Jun 15, 2025, 5:58:55 AM
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your problem is using regular volcanic fissure, that skill is worse than bad. level with sunder until you get volcanic fissure of snaking. and get a much better axe, look up physical axe recipie, get dmg links and not momentum. follow a pob
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