Adding Counter-play to Sprint "Tripping" and Stuns

Suggestion: Adding Counter-play to Sprint "Tripping" and Stuns

In PoE2, sprinting into a pack often leads to an instant trip/stun that results in immediate death. It feels a bit too punishing right now because almost any hit can knock you down, and once you're down, there's no way to recover.

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1. Hit Threshold for Sprint Tripping Currently, it feels like any small hit can trip you. The Fix: Implement a damage threshold for the initial trip. It should be based on a percentage of your stun threshold. Small "stray" hits shouldn't knock you down; only heavy hits or a certain amount of rapid damage should cause a fall.

2. "Recovery" Mechanic (Active Defense) Once you are knocked down, you are currently a sitting duck. The Idea: Allow players to save themselves through an active recovery. For example, double or triple-tapping the Spacebar (Dodge) could reduce the "downed" time or grant a brief window of 100% Deflect.

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Summary: Sprinting should be risky, but it shouldn't be an instant death. Adding a damage threshold to the trip and a way to actively "roll out" of the knockdown would make the combat feel more responsive and fair.
Last bumped on Jan 4, 2026, 11:50:01 PM

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