An improvement for melee classes.
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Most if not all spells do not pause your movement for cast.
Most if not all melee attacks stop you from moving during the attack. Please remove the movement lock for melee animations. Even if in the short term this meant we would slide slightly while performing attacks it would be well worth it for the improved game slow when playing a melee class. After alot of struggle with enjoying warrior I finally realized what was bothering me was largely because we are movement locked when attacking. This is not an element in most games an for good reasons. Not only does it disrupt the flow of combat but its extremely unrealistic. Why for example do I stop moving before a shield charge of stampede? This is nonsensical you would in reality simply burst into a charge even with shield charge you would pull your shield around in front of you as you run forward not stop, stand still, pull your shield in front of you, start running. This is even more egregious with straight melee attacks like armor breaker. boneshatter. earthquake etc. No one in the history of the world has ever stopped moving entirely to swing a weapon, they would immediately die. Please GGG this would make a world of difference in the feel of combat! Last bumped on Mar 19, 2026, 12:30:11 AM
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Bump!
And this perfectly summarizes the problem: " What they did in poe 2 is almost criminal to the fantasy of good melee combat, they made the gap between ranged classes and melee even bigger. And it's so frustrating hearing their excuses too, it's always something like "it makes the combat feel floaty" or "it doesn't feel right/it doesn't make sense". Like they worry about "realism" only for certain things like, parrying only works if you're facing the enemy or something like that, but they don't care about other things like bows and crossbows not needing to worry about arrows or bolts. They're completely fine with the idea of infinite arrows and grenades, but asking for 5 to 10% movement while using certain melee skill, or splash damage by default seems to be asking for too much. And not to mention all the crap that is more difficult to melee builds too while ranged have nothing to worry about. Things like certain monster modifiers, ground effects, light stun, heavy stun, on death effects, hits not registering, body collision, etc. And before anyone says anything i know that melee can do all the content in the game, the point is that it's never going to compete with ranged in terms of clear speed and convenience in the current state. Ranged is the path of less resistance and friction in the game right now. The problem is simply that the melee fantasy in poe 2 sucks and always default to using some sort of ranged ability or interaction to be remotely optimal. Last edited by Vyend#2601 on Mar 18, 2026, 8:40:12 PM
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Completely agree!
I always do builds in melee classes that require little to no actual melee. Earthquake, Sunder, Shield Charge, Thorns, Rake, Leap Slam, etc. Always supported with the maximum amount of Explodey bits to make them as close to ranged as possible because the true melee abilities such as Bone Shatter, Armour Breaker, Rolling Slam all feel terribad to play. This is not an issue of functionally capable but one of combat flow, ease of use, and fun to use. Right now melee just aint fun to use and even melee adjacent hasta be heavily mitigated to be fun. |
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