Melee (Warrior) balancing (the L class) - BUFF STRENGTH STAT WITH MORE LIFE

Im confused on how they expect Warrior to be played or balanced. Looking at all other Classes its like Warrior is all L's.

Big damage with consequences okay-- but even INT classes can work around with multi-casts, reduced cooldowns, cast time, Crit, more Mana for casts. Warrior gets big damage but can miss and can't increase chances of more hits because Accuracy and Attack Speed is so hard to spec into. Okay but you won't miss if they're near-- so tank the damage. Their only tank mechanics are the WORST of all the other classes--- Evasion is consistent and usually paired with Safer ranged weapons or all around Speed. ES is EXTRA layer of protection, has inherent regen, and can scale big. Armour just REDUCES damage taken to life and not even for all damage types so you still need elemental resistances which are often too little or too infrequent. They also can't even compensate with damage as they have attack speed consequences and can't tweak accuracy much. They can compensate with AOE but also risk accuracy misses--wasting the already scarce mana.

STRENGTH NEEDS TO GIVE MORE THAN 2 LIFE PER POINT. Maybe 3, 4 or 5 atleast to mitigate their disadvantage against other damage types and to perform atleast better to compensate for the slow speed, slow damage playstyle. Next would be more Resistances to tank more or Accuracy if they seem to not lean into the Attack speed category especially and as compromise atleast to the other sustain playstyle of Life Leech.
Last edited by Papiness_#2792 on Mar 7, 2025, 7:43:56 AM
Last bumped on Mar 9, 2025, 9:51:41 PM
They need to do away with accuracy all together. If you are forced to maneuver all around the map on a slower character with slower attacks to deal damage than your attacks should not miss. It takes away from the skill aspect of the game and reduces your damage down to a luck roll.

The race exposed what you need to do play the class which is shield charge and leap your way through content. The slowest class is forced to take movement skills, which make it faster but with the way endgame is tuned one poorly timed leap and you are one shot the moment you hit the ground, even through 85%+ damage reduction.
Or give HP on all armour things.

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They need to do away with accuracy all together.


So you don't miss within a 2-meter radius. Need more take the Resolute Technique.
All entities in the game work in the same way. And the refusal of accuracy will hit bowers and crits (accuracy also participates there).

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even through 85%+ damage reduction.

With this level of reduction, no one will kill you. It's just that there is really no such level of reduction...
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They need to do away with accuracy all together. If you are forced to maneuver all around the map on a slower character with slower attacks to deal damage than your attacks should not miss. It takes away from the skill aspect of the game and reduces your damage down to a luck roll.

The race exposed what you need to do play the class which is shield charge and leap your way through content. The slowest class is forced to take movement skills, which make it faster but with the way endgame is tuned one poorly timed leap and you are one shot the moment you hit the ground, even through 85%+ damage reduction.



Nah ive seen ytube builds on hammer Warrior and they present a good example of how it would be--- slow but BIG Damage and/or some AOE. They get the WEIGHT of how a slam or hammer hit is. That being said, I started this thread to show its not polished as experienced by people. Its a playstyle of 'you let them come to you and try to do something' but it does run into game design issues in terms of tanking, map design, and movement (which maybe they will address with mounts down the line)

You can't respect what they built if you don't even understand how Accuracy affects the whole game balance. Have you tried swinging a biga*s hammer? fast mf*ckers can dodge that--it happens. would be neat if theres animation for that but ohwell.. Its bad, unpolished (and probably bugged a bit) for Melee but its fair balance and an added layer to gameplay when the endgame is just about consistently killing everything. Warrior definitely needs more Accuracy buffs and/or exemptions but it (should) keep in check Damage maximalists of INT & STR. Its also a fundamental DEX mechanic.

If you want speed and craziness then go play POE 1 or Diablo.
Last edited by Papiness_#2792 on Mar 9, 2025, 9:12:56 PM
One thing you fail to mention, but will be a real issue for str = more life than 2 per point is regening that life.

I ran a life gremling and you cannot get your hp up while casters ES recharges fast and thousands a second, or MoM user have a flask that instantly recharges thousands to full.

Need leech to be real, or regen stats to be hundreds a second too
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noodle04#6673 wrote:
One thing you fail to mention, but will be a real issue for str = more life than 2 per point is regening that life.

I ran a life gremling and you cannot get your hp up while casters ES recharges fast and thousands a second, or MoM user have a flask that instantly recharges thousands to full.

Need leech to be real, or regen stats to be hundreds a second too


True. Another thing that puts Mana > Life is the regen mechanic. It just doesn't feel fair STR has the same ratio for Life as INT for Mana. But yeah, the bigger life needs more tweaks as well probably in early nodes for Life Regen and/or Life Leech. Probably Regen imo seeing how Leech isn't as viable or less effective with a slow Attack Speed Warrior in general. Also might help differentiate or give an advantage for STR Warriors vs. STR-INT, STR-DEX classes by having regen exclusively on the Warrior nodes. They may have big health but need to resort to other options to regain it. Higher enough Regen helps with consistency against damage and against DOTs. I think would feel much better for melee Warriors.
Last edited by Papiness_#2792 on Mar 9, 2025, 9:59:54 PM

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