Constructive melee feedback (Warrior centric)

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What if Armour was 200% more effective against melee damage and 50% less effective against ranged attacks and spells.

Evasion 200% more effective against ranged attacks and 50% less effective against spells and melee damage.

Energy Shield 200% more effective against spells and 50% less effective against melee and ranged attack damage.

Rock -> Paper -> Scissors is a lot more interesting than whatever is going on now.


Both melee and ranged characters get hit by ranged attacks, but ranged rarely get hit by melee attacks. That'd be just another buff to ranged and actually a nerf to melee.
Settlers league was a huge improvement to melee, its just a shame that none of that update was pushed into poe2. Melee is currently in a very old iteration of armour/damage/clear speed balance that was post impale nerf and pre armour buff.

Monk is insane though. Its just warrior that got rekt.
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Settlers league was a huge improvement to melee, its just a shame that none of that update was pushed into poe2. Melee is currently in a very old iteration of armour/damage/clear speed balance that was post impale nerf and pre armour buff.

Monk is insane though. Its just warrior that got rekt.


Agreed - I thought the PoE 1 melee buffs were based on whatever testing they had been doing in PoE 2.


I will say the moves like Hammer of the gods and even sunder *Can* feel like an actual payoff, its just the setup for them rarely works in production given how hectic and fast paced the end game is.

My comments on skill speed really need to be addressed to fix this I think. Warrior absolutely needs a way to not feel like a full slug for end game bosses, especially ones that can apply slows to you or the arena.
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
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Eep#5463 wrote:

I will say the moves like Hammer of the gods and even sunder *Can* feel like an actual payoff, its just the setup for them rarely works in production given how hectic and fast paced the end game is.

My comments on skill speed really need to be addressed to fix this I think. Warrior absolutely needs a way to not feel like a full slug for end game bosses, especially ones that can apply slows to you or the arena.


Yeah, I mean the real issue is understanding what the design truly is.

They say they want slower paced dodge rolling boss fights. They make cool bosses with mechanics and obvious ways to fight them. They invested money and dev time into this.

And yet, giga speed 1 shot insta gib 1 button blow up screen 1 shot bosses builds exist and haven't been deleted from the game.

And then it's like ok, well if that's the pace they wanted, why'd they give all mace skills in-built delays on their skills hard-gimping their skill speed?

Regardless of my opinion, they need to figure out what pace they want the game to be played at, clearly delete any outliers, then address balancing from there, because right now there's 0 direction or clear vision.
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Eep#5463 wrote:
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Settlers league was a huge improvement to melee, its just a shame that none of that update was pushed into poe2. Melee is currently in a very old iteration of armour/damage/clear speed balance that was post impale nerf and pre armour buff.

Monk is insane though. Its just warrior that got rekt.


Agreed - I thought the PoE 1 melee buffs were based on whatever testing they had been doing in PoE 2.


I will say the moves like Hammer of the gods and even sunder *Can* feel like an actual payoff, its just the setup for them rarely works in production given how hectic and fast paced the end game is.

My comments on skill speed really need to be addressed to fix this I think. Warrior absolutely needs a way to not feel like a full slug for end game bosses, especially ones that can apply slows to you or the arena.



just look at the quality effect of leap slam(more dmg against enemies with fully broken armour) and you know nobody ever played this. this quality effect is so borderline useless its insane. as they want us to run into a fresh pack of monsters, break their armour and start jumping in place like a frog. its hilarious
I actually thought sunder was broken strong in the second half of the campaign because of how strong aftershocks were on bosses and considering the pace of acts 1-3.

Then when i got to maps and realized that the amount of pain i was going to put myself through to get to endgame wasnt it. I refuse to use auto attack or movement skills as my damaging ability I tried molten blast in the campaign and it made positioning and dps impossible sometimes and would push you into mechanics that could 1 shot you cause you have 5 fire res. I used stampede for about a day. The thing i hate the most about it is that it puts you in really bad situations if you dont 1 shot the screen. On top of that if you run into a monster during stampede that is moving at you in some way they will just grab you and send you 9 screens over at hyper speed.

I also hated having to respec for giants blood, and if youre ssf youre stuck farming to death trying to find a weapon with good dps and -attribute requirements. You just don't really have a choice but to use a shield either unless you want to die. It makes early progression a lot tougher on warrior than other classes.

I opted to just play grenades on my warrior in hcssf. you can essentially get through the early endgame with + proj skills on a +1 grenade bow base.


Fingers crossed for axes and swords.
I just want to up and say I am in full support of nodes like Crushing Verdict and love that slow attack builds are a viable option. One big problem, however, is the sheer speed of enemies is still very high and Armor/Life has ZERO FUCKING TOOLS to compensate for that other than stacking speed, themselves. We need the following additions/improvements:

1. Passive tree needs "Increased Armor/Phys/Ele/Chaos Damage Reduction While Attacking with Melee Skills" and variations on such, such as "Attacks slower than 1 per second gain Armor/Etc, increasing in effect the slower the attacks", "Increased Armor/etc while charging a skill, increasing per stage", and "Increased Armor/etc during use of skills with baked in reduced attack speed." Numerous nodes should have this sort of thing baked in. Add at least one easy to reach dedicated cluster.

2. Heatproofing notable needs to be changed, or an additional branch of its passive line needs to gain armor application to ele hits as well as Chaos. I propose that the nodes prior to it should apply 2% armor to all ele hits, Heatproofing is now 15% , add two more nodes of armor/armor apply to ele that branch (no change to total armor to fire with full investment for Heatproofing), and add a "15% of Armor applies to Chaos"

3. Support gems that increase armor and damage reduction during use, especially that increase the armor/dr on slower skills. Some ideas:

- Cannot take more than 10% total life in a single hit while charging a melee skill, +n to cooldown
- n% damage reduction from all sources while using a skill with a base attack speed above 1.5 seconds, doubling in effect up to 2.5 seconds. This amount doubles for skills with baked in additional time to complete (i.e. Sunder). Could be for any skill, not just melee to make slower ranged/spell skills more favorable to self cast.
- Bonus armor while using a melee skill.

4. Physical Heralds and persistent skills that improve Armor, Ele, and Chaos DR while wielding a melee weapon and that favor slower attacks.

5. "Life increased by n% per X Armor", "X more life per Y Strength" and similar passives/notables should be considered.

6. Armor should get a base 25% increased effectiveness within 1 meter falling off to 0% at 3 meters distance to source of an attack. Add passives/notables that improve this by range and amount with a branch culminating in increased armor and "Armor effectiveness against ranged attacks at any distance is increased by n%"
"
I just want to up and say I am in full support of nodes like Crushing Verdict and love that slow attack builds are a viable option. One big problem, however, is the sheer speed of enemies is still very high and Armor/Life has ZERO FUCKING TOOLS to compensate for that other than stacking speed, themselves. We need the following additions/improvements:

1. Passive tree needs "Increased Armor/Phys/Ele/Chaos Damage Reduction While Attacking with Melee Skills" and variations on such, such as "Attacks slower than 1 per second gain Armor/Etc, increasing in effect the slower the attacks", "Increased Armor/etc while charging a skill, increasing per stage", and "Increased Armor/etc during use of skills with baked in reduced attack speed." Numerous nodes should have this sort of thing baked in. Add at least one easy to reach dedicated cluster.

2. Heatproofing notable needs to be changed, or an additional branch of its passive line needs to gain armor application to ele hits as well as Chaos. I propose that the nodes prior to it should apply 2% armor to all ele hits, Heatproofing is now 15% , add two more nodes of armor/armor apply to ele that branch (no change to total armor to fire with full investment for Heatproofing), and add a "15% of Armor applies to Chaos"

3. Support gems that increase armor and damage reduction during use, especially that increase the armor/dr on slower skills. Some ideas:

- Cannot take more than 10% total life in a single hit while charging a melee skill, +n to cooldown
- n% damage reduction from all sources while using a skill with a base attack speed above 1.5 seconds, doubling in effect up to 2.5 seconds. This amount doubles for skills with baked in additional time to complete (i.e. Sunder). Could be for any skill, not just melee to make slower ranged/spell skills more favorable to self cast.
- Bonus armor while using a melee skill.

4. Physical Heralds and persistent skills that improve Armor, Ele, and Chaos DR while wielding a melee weapon and that favor slower attacks.

5. "Life increased by n% per X Armor", "X more life per Y Strength" and similar passives/notables should be considered.

6. Armor should get a base 25% increased effectiveness within 1 meter falling off to 0% at 3 meters distance to source of an attack. Add passives/notables that improve this by range and amount with a branch culminating in increased armor and "Armor effectiveness against ranged attacks at any distance is increased by n%"


I miss herald of purity so much :(

I am guessing it returns w/ Paladin/Templar
AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z
Even if we get Purity again, we still need some straight up physical based heralds.
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Even if we get Purity again, we still need some straight up physical based heralds.


A bleed supporting aura would be fantastic

AMD Ryzen 7 5800X
MSI RX 2080
Samsung 980 Pro SSD
32GB GSkill Trident-Z

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