Suggestions to Improve Warriors

A few design changes and I think warriors could be in a reasonable place here are my suggestions:

- Get rid of body armor and shield slow down mechanic or add node to remove it at the end of a few small ms nodes. Slams and Ground Effects tend to be the biggest kill threats for warriors, let us move to avoid them.

- Replace some damage nodes with Skill Speed and other methods to get faster animations. If you have to sacrifice tankiness or damage to get this, that is fine, just give us some agency to make that decision.

- Give us health overflow options as nodes or spirit gems. Life Leech overflow connected to one unique isn't cutting it. Hell, bleed life overflow would be reasonable as well if you want it to be unique. Seems like most people are going fire over physical so would help with build diversity. Fire = damage and physical = tanky seems like a good balance.

I feel like these ideas may not be new but wanted to reiterate on them. I see too many posts just saying warriors suck and not giving any constructive ideas so just trying to tip the post percentage in the other way.

Dernière édition par fkhaller#7074, le 12 févr. 2025 17:43:14
Dernier bump le 13 févr. 2025 03:00:46
Very simple remove all delays on skills , set skill speed to X% of base attack speed.

Sunder is trash and needs to be redone to be more like poe1.

I think the way to fix life / armour is to have the armour nodes be more juicy (give life or Regen also) and same with anything Regen or life related nodes.

Right now there's just no reason to take armour nodes or do anything life related.

Energy shield is just superior.
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Tyrsonjsp#2390 a écrit :
Very simple remove all delays on skills , set skill speed to X% of base attack speed.


The one concern I have with this is that the mace weapons will not feel as weighty which I think is something they are trying to achieve. This is a slippery slope to make maces feel like the other Melle weapons that I expect are meant to be faster.


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fkhaller#7074 a écrit :
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Tyrsonjsp#2390 a écrit :
Very simple remove all delays on skills , set skill speed to X% of base attack speed.


The one concern I have with this is that the mace weapons will not feel as weighty which I think is something they are trying to achieve. This is a slippery slope to make maces feel like the other Melle weapons that I expect are meant to be faster.




in this case, maybe they would leave the slow animations, but should improve damage Up (a lot, if we want to compare with monks, mercs and Sorcs).
Would be a nice way to compensate the terrible slow "olimpic" animations.
Well the thing is, in boss fights, that slow pace might be okay if the damage was commensurate with caster damage.

But it is currently not.

A far greater issue is lack of survivability due to masses of fast moving monsters.

So I think the warrior does need a few more fast moving clear skills.

I might try shieldless warrior and see if it's better. But my issue has always been stampede is just too slow to the slam. Leap attack just too little AoE. Hammer of the gods only good on bosses. Sunder too slow and too much based on crit, every melee char goes resolute technique cuz the accuracy mechanic is outdated or unfair.

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fkhaller#7074 a écrit :
- Get rid of body armor and shield slow down mechanic or add node to remove it at the end of a few small ms nodes. Slams and Ground Effects tend to be the biggest kill threats for warriors, let us move to avoid them.

They need to fix move speed in general, and removing the armor movespeed debuff should happen across the board.
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- Replace some damage nodes with Skill Speed and other methods to get faster animations. If you have to sacrifice tankiness or damage to get this, that is fine, just give us some agency to make that decision.

No, NOTHING should reduce our tankiness to improve our attack speed, we're already tissue paper.

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- Give us health overflow options as nodes or spirit gems. Life Leech overflow connected to one unique isn't cutting it. Hell, bleed life overflow would be reasonable as well if you want it to be unique. Seems like most people are going fire over physical so would help with build diversity. Fire = damage and physical = tanky seems like a good balance.

Not sure where you are going with this to be fair.

I've my own thorough post https://www.pathofexile.com/forum/view-thread/3699608. Our biggest issue is lack of tools, followed by being much too squishy. Our problem isn't so much our lack of speed but our lack of tools to make our slow speed work with the survivability necessary to use it given this game's mob design.
You are discussing the acceleration of the Warrior when in fact it is the others who need to be slowed down.

The main problem of a warrior is not enough survival rate due to a failed HP pool setup.

Sunder is a great skill, and I like playing with it much more than the spam from the first game. I would raise the attack speed by 10-15% and that would be great.
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CPTBRUMBL3Z#3146 a écrit :

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- Give us health overflow options as nodes or spirit gems. Life Leech overflow connected to one unique isn't cutting it. Hell, bleed life overflow would be reasonable as well if you want it to be unique. Seems like most people are going fire over physical so would help with build diversity. Fire = damage and physical = tanky seems like a good balance.


Not sure where you are going with this to be fair.


So, they seem to have the design philosophy that physical damage is tied to leech for both health and mana. I like this as it allows you solve your health regen and mana regen issues with minimal investment if you fully commit to physical damage. However, I think it could also be solution to warriors not having enough life, since overflow essentially doubles your life. People seem to love grim harvest so I think it would not be unreasonable to give something like that to warriors as well.

If they are weary that other classes might use it to be even more tanky tying health overflow to leech and therefore physical damage essentially solves that since physical damage seems to be a weaker damage type and it won't really work for most builds. Maybe rangers but their distance from the warriors tree and investing in leech should make that okay too.

A node that says something like your life can overflow from leech but you have 50% reduced leech would make sure you have to invest into leech and physical damage to essentially double your life. Its not a solution for every warrior but it would be a tool in there toolbox other builds seem to have.
Dernière édition par fkhaller#7074, le 13 févr. 2025 00:57:09
I feel insanely tanky on warrior but that's probably because I'm running giant's blood which seems mandatory.

My biggest issue with warrior is rolling slam

If the first slam doesn't happen near no enemies then you are frozen and do not move, rolling slam should ALWAYS move forward - and the first slam should daze enemies, then the second slam should impact, it should also be slightly faster and have slightly more AOE.

As for armour, armour and block definitely work. I feel real tanky, this is with 74% armor and 75% block and 5,400 HP.

Only really bad mods tear apart; but again this was after taking giant's blood and getting high block plus additional physical damage reduction from shield (7%).

This would all be cool if you really needed to block often, I use block sometimes when I'm dropping HOTG on a rare and just want to keep it in the AOE or during some random AOE attack from bosses; as for using shield to help block for co-op players, that's not a thing. Other classes have insane aoe, attack speed, and move speed - whole screen is cleared; not sure what the true design vision of POE2 is; from the original EA video it seems like it's meant to be slower

So we'll see where it ends after a few updates, my feedback is if the game intends to keep this crazy end-game speed.
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verycatchy#5749 a écrit :
I feel insanely tanky on warrior but that's probably because I'm running giant's blood which seems mandatory.


A little confused Giant's Blood just give you more damage since you can use two-handed with a shield. How does that make you more tanky? Do you mean that since you have to run it your strength is high anyway?
Dernière édition par fkhaller#7074, le 13 févr. 2025 00:54:01

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