Why is warrior so much like an action game character? i mean souls like or similars

I had tried warrior until chapter 2 and it's feels just like an outsider in a game like this, that to me looks more like a mix between arpg and souls. he needs atleast some skills that suit the arpg feeling. also is there a way to know when the shield is gonna fail blocking?, because i havent seen any indicator. it just scream give me i frames and resistance bar or get me out of here, honestly. and even like that it still need skills that can be properly use to deal with hordes. right now it just feel to technical for the actual gameplay expirience the game offers, especially endgame, like i dont know if a will get that far but my expirience tell me it would be awfull.

edit: i found the bar lol
Last edited by Stigardthecrow#5874 on Nov 17, 2025, 6:56:10 PM
Last bumped on Nov 18, 2025, 11:43:21 AM
A third of the players go with deadeye.

What do you want? Run and gun, or play cartoonish slow character...
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I had tried warrior until chapter 2 and it's feels just like an outsider in a game like this, that to me looks more like a mix between arpg and souls. he needs atleast some skills that suit the arpg feeling. also is there a way to know when the shield is gonna fail blocking?, because i havent seen any indicator. it just scream give me i frames and resistance bar or get me out of here, honestly. and even like that it still need skills that can be properly use to deal with hordes. right now it just feel to technical for the actual gameplay expirience the game offers, especially endgame, like i dont know if a will get that far but my expirience tell me it would be awfull.

edit: i found the bar lol


Maces/Warrior is quite strong and fun, especially in endgame. Melee character archetypes often intrinsically demand some attention to defenses. Just build into his defenses and get a nice weapon and he'll be a beast.

Few builds will ever keep up with Deadeye right now though, because of how overtuned it is.
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A third of the players go with deadeye.

What do you want? Run and gun, or play cartoonish slow character...


I think you mean cartoonishly fast one-click zoom versus methodical interesting encounters. :)

If the game allowed an ascendancy/build which could clear an entire map with one-click, 95%+ of the user base would be playing it. That's not a sign of smart or fun game design, it's a sign of imbalance and incentive structures.

If you had a button in your inventory labeled "generate unlimited divine orbs", everyone would use it. Good game design? Good for the players? I don't think so.

There's no accounting for taste. I'm sure some people do not want to think about what's happening in combat, and be able to trivialize the content by clearing the screen with one or two buttons. But others disagree.

Deadeye = fomo

Now I can already hear you saying "You think just because the mace warrior is slow, that makes it methodical and interesting?" Well no, of course not. But you certainly won't get to 'interesting' gameplay with one-click builds that wipe the screen before you can see monster mechanics. Having to engage with the combat is just the first step toward a fun combat system.
Last edited by WhisperSlade#0532 on Nov 17, 2025, 9:01:50 PM
i like the warrior implementation. it feels like a warrior. i'm currently playing a titan. giant leap into the monsters with a beefy two hander. slam, slam, aftershocks. dodge out of trouble. slam some more, more aftershocks. requires some work and attention. dodge was great until they bound sprint to the same button. accidental sprint has killed me a lot. nice idea, poor implementation.
last league i made a thorns/bleed smith of kitava. super tanky, slow but effective. things for the most past died as they crashed against me.
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i like the warrior implementation. it feels like a warrior. i'm currently playing a titan. giant leap into the monsters with a beefy two hander. slam, slam, aftershocks. dodge out of trouble. slam some more, more aftershocks. requires some work and attention. dodge was great until they bound sprint to the same button. accidental sprint has killed me a lot. nice idea, poor implementation.
last league i made a thorns/bleed smith of kitava. super tanky, slow but effective. things for the most past died as they crashed against me.


They've since added a "buffer timer" after dodge roll to prevent involuntary sprinting. But you're right it needs another pass and refinement. Perhaps ideally, the option to simply sprint with another bound key, and not require dodge roll. 2 birds with one stone.

Also 100% agree, the warrior is fun. People who are comparing it to something like Deadeye are just not thinking very deeply about this.
Last edited by WhisperSlade#0532 on Nov 17, 2025, 9:44:33 PM
it's a lot of fun.
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A third of the players go with deadeye.

What do you want? Run and gun, or play cartoonish slow character...




Deadeye = fomo

Now I can already hear you saying "You think just because the mace warrior is slow, that makes it methodical and interesting?" Well no, of course not. But you certainly won't get to 'interesting' gameplay with one-click builds that wipe the screen before you can see monster mechanics. Having to engage with the combat is just the first step toward a fun combat system.


FOMO for a year straight?

And mace gameplay is way more one button clear screen end game than deadeye is to be honest.

As for having to engage with combat being fun yes it can be but why not have the option for both? Like Deadeye has. Deadeye can play slow with gas arrow or vines or any of those types or zoom on rhoa with LA.

Mace just has big bonk. Thats about it. This season there was a new build created on action speed which I am playing and its tons of fun. Now is that because its just a different type of skill or is it because its so much faster than anything warrior has been. Also pretty sure it will be gutted like Deepest Tower builds were but this is the most fun I have had on mace since launch. It also is the fastest warrior build I have ever played. To you that might not be fun but to many it is.

So again I have to ask, why cant both play styles be ok? Why cant a player make the choice to play slow and methodical or zoom?

Only response I ever see to this is around trade to which I respond, then you care more about trade than a fun playstyle.
"

So again I have to ask, why cant both play styles be ok? Why cant a player make the choice to play slow and methodical or zoom?

Only response I ever see to this is around trade to which I respond, then you care more about trade than a fun playstyle.


It's not just about the economic advantages from following the zoom meta, but also about how the game needs to be balanced to have monsters rush and one-shot you before you can delete them from across the screen, and how that balance affects other builds. Unless of course you think that the game should not offer any sort of threat to that build at all.

Imagine this hypothetical scenario if you please:

- Imagine there is one particular Ascendancy/skill combination in a build that allows you to enter a map, kill all of the monsters on the map with a couple clicks within a few seconds, and then you spend the rest of the map running around to pick up all the loot.

- Now imagine that everyone is playing this build; use your imagination why.

- Then pretend that, for some reason, you think this might not be good for the game.

- Now picture your conversation with the person who tells you "You know, you could just not play this build, and leave my fun alone. I'm having so much fun."


Another hypothetical scenario:
- There's a button in the game labeled "generate unlimited divine orbs"
- Everyone is clicking it. They have many divines. They are really enjoying it.
- Please stop trying to ruin their fun, you don't have to click the button if you don't like it.
Last edited by WhisperSlade#0532 on Nov 18, 2025, 2:06:47 AM
"
"
A third of the players go with deadeye.

What do you want? Run and gun, or play cartoonish slow character...


I think you mean cartoonishly fast one-click zoom versus methodical interesting encounters. :)

If the game allowed an ascendancy/build which could clear an entire map with one-click, 95%+ of the user base would be playing it. That's not a sign of smart or fun game design, it's a sign of imbalance and incentive structures.

If you had a button in your inventory labeled "generate unlimited divine orbs", everyone would use it. Good game design? Good for the players? I don't think so.

There's no accounting for taste. I'm sure some people do not want to think about what's happening in combat, and be able to trivialize the content by clearing the screen with one or two buttons. But others disagree.

Deadeye = fomo

Now I can already hear you saying "You think just because the mace warrior is slow, that makes it methodical and interesting?" Well no, of course not. But you certainly won't get to 'interesting' gameplay with one-click builds that wipe the screen before you can see monster mechanics. Having to engage with the combat is just the first step toward a fun combat system.



I actually feel is great for bossing but i end up quiting because right now i cant build the idea i had. also season is almost dead it was more to had an idea of how it works. However, i don't really see it farming fisures or simus, considering how based on one click are. To me it needs something that allows mappping without that many interactions between skills, wich also was the most interesting part for bosses. Right now it's like playing a softcore version of an action game character,souls or similar, cause block and counter was super easy to do honestly, but the game end up being a full of enemies screen that kinda forces the other type of gameplay. So you either change the one class that is an outsider or remake the whole game. Like i just think it needs an spamming skill for mapping and the rest for bossing and it would become my fav honestly.

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