Feedback on the Huntress before 0.5
|
Update 0.5 is super hype, It's just a new game now. And I'm definitely starting on Spirit Walker. I just need to see how the Monkey will beat bosses for me. I don't know how effective this will be, but I need to see it.
So I decided to practice starting a league on the hunteress and write some feedback. It turned out better than I expected. After getting the lightning spear, the game became really enjoyable. But there are some things that I just don't understand. GGG probably won't change much in the balance and classes, but at least I'll mark it for the future. 1) Why don't I just simply get frenzy charges when I parry? You need to parry first and then use disengagement (There is also a culling strike, but more on that in the next point). I just don't understand why, maybe there is a reason, but I don't see it. I started playing, remembered that you can somehow get frenzy with a parry, tried it, saw that there is no frenzy, read what disingage does... and was sincerely surprised at how useless parrying is. I tried to parry again, the monsters quickly stunned me... and I was even more surprised. Parry is just complete trash, honestly. If we list all the disadvantages: - Does not block shots, unlike a regular block. - If you are hit by more than one monster, you will be stunned quickly. - You don't do any real damage while you're parrying. You are wasting time that could be spent on DPS. - Grants a debuff that must be capitalized on with another skill. Ultimately, it's a three-button combo. I don't see the point. Why should I do all this? What is the point of all this difficulty and suffering? What is the purpose? Instead of this three-button combo, I can simply press the lightning spear three times from a safe distance. I see the point of parrying only in two cases: a) If it immediately gives a frenzy charge. Then it's a two-button combo. And it can be equated to two regular spears. You parry and then cast a strengthened spear instead of two regular spears. You don't get any bonus; it's simply the same damage. it's not too strong, it's not overbuffed at all, it's just acceptable. If you give a frenzy charge when parrying, this skill will simply become acceptable, usable, nothing more. b) Make it an ultimate with a 3 minute cooldown that one-shots the entire screen. Then I would use parry. 2) Сulling strike. This is all a common theme with the monk and his generation and the wyvern. Culling Strike is usable, but it's constantly problematic. Either you're dealing too little damage and don't get stacks for a long time, or you're dealing too much damage and one-shotting everything and not getting stacks. And you pixel hunt across the screen looking for someone to finish off. And on the boss you have no generation, which makes all skills that use charges traps for noobs. It's much more profitable for you to take skills that are usable on both bosses and crowds and invest everything only in them. I don't understand why you give skills that use charges and don't give any generation on bosses? I'm looking at how to generate charges and everything is crooked and askew. I probably don't know all the methods. On normal mobs, it's relatively easy, using Combat Frenzy. And on bosses they use profane ritual and one-shot the boss. And deadeye has something with the mark and the proc on full charges. The conclusion is that there is no normal and adequate generation of charges on bosses. Especially at early levels. At early levels, there's a complete absence of even bizarre and contrived methods. You take a skill that uses charges, you have a hard time killing mobs, and on the boss you get a stump instead of a skill. There are some uniques that will clutter up your item slot but help with charges. But nothing at the early levels. This is just overwhelmingly bad. Every time I think about this problem, I can't find any solutions and don't understand why the hell this is in the game. What I think should be done is that you (GGG) should take your "fun" charge skills and transfer them to later levels. These "fun" skills of yours will be just as "fun" at later levels; there's no need for them to be at level one. But this is about the monk, the huntress only needs to give frenzi from parry. Every time I get sad about Falling Thunder on Miller when i dont have even theoretical possibility of getting charges. Also, if you think you've given adequate ways to generate charges on bosses, how about making a key node on the passive skill tree that will grant charges passively and this node will also disable all other ways to get charges? You think you've already provided the normal methods, right? Then people simply won't take this key node. You can make it very "weak," giving very few charges per second (and disabling your "good" methods). And then we'll see how people vote with their builds. I was thinking about how to solve the charge problem. The most straightforward way is to make a keystone, which simply grants them passively. BUT, since you're giving skills with charges at level 1!!! Even such a primitive and straightforward solution doesn't solve the problem. It's just astounding, the level of how bad it is. These skills simply need to be pushed to later levels. And a couple side points: - Occultist's Bone Construct - at maximum quality with bonus run speed, they run after the enemy so far that they despawn, which is annoying. At least that's what it seemed like to me. I couldn't explain it any other way. - Conversations about the Ghost Dance nerf. I think GGG has a big blind spot in balancing the game - all ranged characters have an additional layer of protection - distance to opponents. Ghost Dance might be imbalanced on a ranged character, but on someone like a monk it's the opposite - too weak. Nerf the skill for ranged players and you'll make it hell for melee. melee lacks an extra layer of protection. The straightforward solution is to give a buff that stacks on melee hits, which increases defense. What's funny about the game right now is that it's the other way around. Deadeye as ranged have a stacking defense buff, while the monk has nothing. The situation is completely upside down, the opposite of how it should be. POE 2 is a great game, but there are some moments where it feels like it's been turned inside out, where the design is in the opposite direction of balance. Last bumped on May 12, 2026, 3:54:59 PM
|
|








