The Facebreaker Paradox - No Unique Unarmed Combat Skills
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Everyone here gets it.
IonSugeRau1#1069, though, he fists. He fists a lot I imagine. I also turned to No Rest For The Wicked for my unarmed combat style fix. I yearned for the short period of time that POE2 had animation locked skills before it's public beta release. Unarmed combat is 100% about the style of fighting, and not the literal interpretation of "uNaRmEd MeAnS yOu'Re NoT hOlDiNg A wEaPon." Unfortunately GGG seems to takes the term 'unarmed' quite literally and has determined that an unarmed combat style of fighting will interact the same as if utilizing a mace or staff. A fighting style utilizing one's own body, instead of weapons that give you reach/utility or spells that sunder from afar or minions, should be the most disadvantageous style of fighting. It should come with distinct negatives and some form of positives that counterbalance the experiences. The most obvious disadvantage could be range. Range compounds several other factors. If you have to get close to an enemy, then you must be fast getting there or tanky enough to survive the route. Once at the enemy, if your accuracy fails against a single target then you must survive long enough to stand still in a group of enemies or give chase to follow through with another attack. It's a tough bout, and the deaths are not glorious. The skills or equipment we are given should provide us with the utility to deal with these situations with similar effectiveness as other builds are capable of. This perspective is the farthest away from what is implemented. "Unarmed" is instead given less equipment and no combat or utility skills to navigate its distinct disadvantages. BunkerkindAnni#6570 makes a great point. It is taking a long time to implement the game with the basic weapon sets. Truly what I'm wanting is a new base weapon set for this style of play. Gauntlets that have a damage table and go into the weapon slot, or some brass knuckles of sorts. I want to craft my damage and the only way to do it is with items. I'm just so afraid that this will never be the case for this most basic style of combat. |
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" Another thing a friend of mine also mentioned was how he would've wanted to see counter skills from unarmed combat... and actual parries, of course. "Sigh" Last edited by IonSugeRau1#1069 on May 20, 2026, 3:31:27 AM
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" Well noted. A timed parry and/or counter attack window is a mechanical advantage typically given to fighting styles that focus on utility or flow. I would also like to see some mobility or attack options to counterbalance the lack of range. Leap Slam ain't it. I'm not frog jumping into the air to double fist slam the ground. How about a dash that kicks all enemies I pass through which then prepping them for the next phase of the attack combo. The simplest attacks could combo so well. |
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