Giant strength Feels terrible
Warrior in general Feels terrible.
Last bumped on Sep 13, 2025, 5:00:41 PM
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the life nerf makes no sense at all
life is dogshit already. but w/e I played enough of the new stuff already for this league I don't see warrior feeling any less clunky until release. Last edited by khuzvhan#0406 on Sep 13, 2025, 12:01:04 PM
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The keystone all together needs to be removed as if you don’t have it you’re at an insane disadvantage so you literally feel like you have to have it. Unless they seriously increased attack speeds at least on one handers which given how the mace skills are wouldn’t really matter much IE bullshit forced attack times, cooldowns, and other combo nonsense, you have to run giant’s blood. Terrible design
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Idk I’m leaning on it being a good change
You don’t need 2h damage for anything in this game, it just one shots everything to such a degree that it’s a bit ridiculous There should be a downside to having ALL that damage and the defense of a shield I think many people took this as “well without this damage warrior sucks” When you can do pretty decent enough damage with a 1h just fine I know I am and have in the past Mash the clean
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" Giant's Blood used to be a safety net, it allowed you to keep damage in one shot radius while keeping you as tanky as possible. If you run traditional direct damage spells like Rolling Slam, Sunder or Perfect Strike, then you often cashed in on that shield value because of the long animation times which leaves you vulnerable to counters and one shots from plant damage. Without Giant's Blood even things like Boneshatter or Hammer of the Gods are considered risky on a Warrior...although I think Druids and Templars will be fine with Hammers because they get access to Energy Shield nodes. |
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In general the Keystone philosophy mostly contradicts the stats it gives, as follows
- 2H in 1H fits the theme very well - the downside is also okay-ish. I would say 2x would be better but ppl can do with 3x too. - The triple requirements to 1h weapons does not make sense here as we already can dual-wield them. Why have this? -Halving str life bonus is a wtf. We have giant's blood no? Giants are sturdy and can live for hundreds of years. Why would strength not make you healthier. Now I understand that the keystone needs a downside, but generally themewise it should be a major buff by itself. I would argue the following, however this will make the keystone even more of a mainstay warrior thing than before, so take it with a big grain of rock salt. - it should not halve the str bonus but give it 3 hp/1 str instead of 2 hp - If its gonna apply 3x attribute reqs to 1h maces then it should add something in return for them too. Maybe your hits with 1h maces are crushing blows and intimidate enemies on hit - I guess since giants are enormous their attacks are not very accurate, so a accuracy penalty may fit. It can be offset with the Resolute Technique Keystone or the gain accuracy from strength notable on the tree and accuracy investment. Im not a game designer and I know that there are many other things to keep in mind but still a few ideas off the top of my head. |
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It also gets warrior back to the mana issue.
Since we rely on Blood Magic for casting and our life is so low, now we cant cast either unless we risk killing ourselves. |
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Let me add something: There are 3 Leap Slams in the game right now, which is already stupid.
Moreover, Leap Slam from Mace has + total attack time based on distance, while the other 2 don't. Tbh, whoever worked on Mace skills, and the ones doing balance, are complete idiots. |
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" The downside of Giant's Blood is more impactful then you realize. The penalty also applies to Bows, Crossbows, Spears and Quarterstaves, meaning that as a Strength stacker, you lose the ability to use weapons with ranged attack because of the high dex requirements. Also, due to the state of the game, we will have to wait until Swords and Axes come out so we can gauge just how impactful the skill combinations from different weapon types will become. Personally, I think a harsher, but fairer restriction would have been an increase in armour requirements, because you are supposed to be a giant...clothing is harder to find for someone who is a giant. This way, you don't have to worry about Int based characters running around with High Life and High Energy Shield values wearing this: https://www.poe2wiki.net/wiki/Treefingers |
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Giant Strength is basically mandatory in late game builds for warrior. Despite 2H maces being terrible for the most part due to their low attack speed, once you stack a little speed its like a no brainer to pick up this node. I don't like the halving the life gained from strength either because it contridicts the theme.
I've made this suggestion in a different thread, but Giant Strength should be nerfed if you want to let warrior builds to not always spec into this. - 20% Less Damage with Two handed Axes, Maces and Swords - 20% Less Attack Speed with Two handed Axes, Maces and Swords However I also did say that they need to remove all the dual weilding penalties, and give 2h weapons an attack speed increase. I shouldn't be able to output more damage with 1h Maces and shield especially early on. |
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