Why MELEE FEELS BAD - Targeting, Hitboxes, Pushing and DESYNC
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Hopefully this is a priority for them as the next classes that they'll release are all mostly melee
Last edited by Foozenberg#2833 on Nov 18, 2025, 6:43:31 PM
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Wouldnt the solution jsut make The hitbox larger than the body? lets take and example From FFXIV, you can see the enemy mlee range circle, but you can "Max melee" from a lot further than you think, that would make mobs not Lock you, since you will still ALWAYS have space to make at lest one step, and you will not get pushed over unless the mob its charging into you
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" Don't blame the weapon type over your bad defenses. Monk can take a hit if you invest in defenses. |
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Melee Players, if your skill feels bad, please remember to turn on the most mandatory node in the game. https://poe2db.tw/Tribal_Fury
Extremely upsetting that every melee build that uses strikes *has* to take this somehow or be a BAD character. Please change. |
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i'm planning on compiling feedback for every boss at some point but until then hope this helps:
the hitbox isn't the problem, the developers have added a knock back effect on attacks, you must play the mechanics the way they intended or else you encounter what feels like bugs. Krutog, Lord of Kin has the largest/worst hitbox in the game yet you can "phase" him unless he is in a attack animation. here is an example how they intend melee players to play this boss: https://youtu.be/YUG6TYNg2G8 1. you have to time dodge roll or you will get stuck. 2. you can't dodge stomp because it is one long attack, move out (cancels stomp) > dodge blood toss > move back in. warning: slam combo = forward dodge > stay behind boss stomp combo = move out (max range) > run vomit = forward dodge blast = quick side dodge blood toss = quick side dodge basic attacks = forward dodge you have to trial and error every boss in the game to learn if the devs want you to dodge forwards, backwards or sideways. to be clear, i don't like this design, just sayin' what it is. i would prefer if they removed knock back so we can phase everything/always and buff damage on stuff they don't want us to face tank, one-shots are fine. Last edited by allanballan6ix9ine#1114 on Nov 24, 2025, 7:44:33 PM
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" Very interesting, this explains a lot |
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If I were surrounded by a horde of zombies with a huge axe, and my axe was sharp enough, I could kill at least two or three of the closest ones, right? No, you can't. Your axe will be stuck in the first target's shoulder and only your fists will remain, which will likely kill you. I think this game is trying to emulate that "realism" in different ways.
But at the same time, you can fire eight arrows at once every 0.25 seconds in the same game. Is that a problem? Neden yaşıyorsun?
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" I took this on a mace wielder that utilized the default mace-strike but it's not necessary for quarterstaffs or any of the other mace strike skills. Seeing as these are the only melee weapons we have in the game rn, kind of a stretch to say it's always required... I don't really see why you think it is. Maybe you can elaborate or provide an example? Are you talking about the aoe bonus it gives if you use quarterstaff default strike or maybe ice strike/tempest flurry? I would hardly call that "required" - I could see an argument for it on flicker strike. |
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" Never used it, never had problem with ice-strike, it's very powerfull on itself tbh. SSF player
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Melee warrior felt awesome in 0.1 and 0.2
What didnt feel awesome was being completely rendered useless by many of the games mechanics. Campaign as warrior felt the most fun ive had in ARPG lately. 0.3 i played ED Contagion Lich and just steamrolled content but it was MUCH more boring than slamming stuff with warrior, but it was also fun to actually play the game past the campaign. As for "Tribal Fury" Yeah, Cultist Greathammer and mace strike was basically the only sane way how to play warrior in mapping stage...its just laughable. ___ Hoo there wanderer... Last edited by Henide#3803 on Dec 5, 2025, 10:45:23 AM
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