Endgame feedback on Wolf. It's terrible.
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Although clearing normal maps T15/16 and bosses is fine and enjoyable. Lunar Blessing for clear just by 1 tapping enemy. Lunar Assault + Shred + Cross Slash is fine for bosses. It completely fails on hard and abbys rares. Skill design for Wolf is completely mismatch from monsters deign in endgame. Archnemesis and Abbysal mods make game just unfun. 95% Archnemsis mods don't allow you to stand near them. Explosions barrier, volatile cores, chaos orbs, bearers, lighting explody boys, degen pools, temporal bubbles, that abbys burning ground of holy damage, that mod that makes them immortal ect ect . When the content is fully juiced standing near Abbys rare that spawned is just impossible. Not only skill rotation is already work you fight to find a spot and time to do damage. Change place, change place, change place, change place, change place. That is so cringe. It's just no point to play this build to farm 1 ex per unjuiced map. I just can swap to galvanic arrow tactician and nuke them with 1 button press not even considering any of Archnemesis mods on most juiced abbys map. Archnemssis was mistake. Last bumped on Dec 15, 2025, 7:17:20 PM
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Melee will always be just okay in comparison to ranged if they don't make significant changes to the core foundations of the game.
To me is so frustrating to see someone influential like Chris Wilson saying something like "70% of the player base prefers to play ranged characters so we focused on that" Of course they prefer that! There are so many different fundamental problems with the game that the best way to avoid them is to play anything that explode monsters before they even see you You could write a book just by describing in detail everything Poe does wrong with melee and what are some possible solutions, and the summary would be something like: Give passives to characters using melee weapons. 1) increased stun, ailment threshold and knockback resistance 2) More movement and attack speed while using melee weapons (you need to be dexterous to fight in close range after all) 3) Phasing through monsters while using certain skills like slams 4) Better map layouts And most important: 5) Remove or rework at least 50% of monster mods and abilities. Why is something like "unleash fire/lightning/ice" so punishing for melee characters and not ranged characters? Why are you punishing players from getting up close with things like desecrated ground, ground effects in general, Temporal Bubble, Hinder aura, Armour Break? Why is there instant on death effects like that one that burns you in trial of sekhemas? Why is a gigantic slow rare monster able to teleport on top of you with Shroud Walker or have Hasted Aura? Anyway, melee will always be just okay when you have so many BS mechanics like this, these were all made to slow down players and create challenge for poe 1, but copying and pasting stuff like this into poe 2 is a huge mistake. Last edited by Vyend#2601 on Dec 15, 2025, 6:01:59 PM
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And don't forget the recent interview that melee being alowed to move and attack "feels" wrong and floaty so ranged gets to move and attack while melee has to suck it up because it "feels" wrong...
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thanks for the chuckle OP.
It's always funny to see people get baited into melee. You should know better. Now go try hard in your maps whilst I explode the screen with my comboless ranged stuff. |
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" Well, it would feel wrong and floaty. I get your point here, but making melee attack while moving will just decrease the enjoyability of playing the game by a lot. |
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" this, so many game mechanics seem to completely ignore that melee is even part of this game. Chaos Trial modifiers are another example, many combos are just impossible |
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" LMAO I'm repenting for playing Nova Explosive Grenade/Explosive Shot last league by playing Wolf like GGG planed for it to be played. And I still amazed how disconnected dev are about melee. They made it so annoying to be near monster and then give statement that melee isn't a priority because 80% of players play ranged characters. well, duh. what did you expect when you introduced Archnemesis into the game. And buffed it with Abyssal mods. |
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They need to Double the duration of Lunar Blessing. It is an ultimate werewolf ability and its so annoying to recast especially since it dumps your rage.
In comparison to the dragons breath... 800% attack speed, crazy ignite with eternal flame... Can crit on every damage tick... and many tools to basically cast it infinitely. Like, C'mon at least give us werewolf players a longer duration |
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