Best PoE Melee player(cArn_): The Problem With Melee & How to Fix It

Spoiler
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Kraivan#1745 a écrit :
My experience as a full masochist thorn-shatter warbringer and seeing footages of players.

The issue is power escalation and the endgame actually turns into no-hit runs glassnukes.
Look at defenses:
Armor: practically you need it so any incoming damage is reduced to 10% tickles. It needs a serious redesign, because in its current form it boils down to "anything above this will kill me, underneath I can ignore it"
Especially that certain enemies come in swarm. What human reaction do you expect from players to spot out from a swarm of enemies that how much damage you can anticipate?
Add that you actually punish players to do this with time limits anyway...

Block: turtle charm, lucky block turns your game to gamble: you have 20% chance that you die
Because lets not forget: in the endgame nothing damages you or you get oneshotted.

A proposed solution: Introduce Guard (the unique stat) as base of shields. Introduce critical block and more block based mechanics.
Because how do you plan to balance endgame if the fight mechanic is the following:
- you get chance to evade (warriors facetank stuff, but lets say you have an evasion shield build) so you either get hit or not
- second layer is you have 75% to block chance and it will actually deal 0 damage. (this is why it should be a guard stat not an evasion that can trigger thorn)
- if you get hit depends on how much armor you have but in the endgame it either doesn't do any damage or again... oneshots you.
The issue is how you supposed to give players any skill based challenge if the endgame is nothing else than memorising what you can afk with your statcheck.




And we have the other character defensive stats:
Resistances are for everyone. You are either capped or anything kills you.


But here's the movement speed "problem". Hits are not connected if you're not even where the projectile lands. With thorn-build you feel this the other way around: For annoying ranged enemies I MUST stand still. So other players zoom the map and don't get damage, because they oneshot the screen and if enemies even casted any projectile you're already screens away... (unless you want to argue they're too fast now and pick up stray bullets... XD )

Then the health stats.
Why cant STR just increase your life % instead of +2. Would warriors be too OP if we could have 14k hp while a puny mage can run with 7-10k ES while getting hit by the same elemental damage?
And its a relative weakness.

Because both get the same spell damage. And a mage don't need to worry much about incoming melee hits.
Often games look like mages can have high healthpool but they get the damage fully. Fighters have high hp, but damage is mitigated. Tanks are juggernauts: they brush the damage off in exchange they have low dps... but need to remain, most endgame mechanics are time limited: breach, delirium and some fight are technically soft enrage timer (mechanics stack up until its overwhelming)

And enemy mods:
Majority of them arent even concerning for ranged.
As a melee volatile cag, cursed vines are brutal. 2 hit and you're dead. And all of those spawn in your face. For a ranged character the missile needs to approach you first.
And defensive perspective its elemental. As a melee hulk I need to get the same 2-3 hit to die as someone who shoots from distance. As a melee I should thrive in close range, not change my playstyle to a tickle-n-run.

Time Bubble or whatever its called.
A ranged ignores it. But as a melee I need to go in there and our already slow windup - that are already interrupted by dodgerolls to survive - turns into a really tedious slugfest.

Prevents recovery:
Again... in CLOSE range. Ranged characters ignore that. As a melee it means my 2-hit runs turns into 1hit runs. Not as if it matters, because the spells that can 2 shot me comes in packs anyway...

So as thorn warrior I just need to learn what can oneshot me.
I am not even sure if recoupe life nodes even work, because if anything reduces your healthpool to 100-to-0 there's not much to recover from.

And yeah... I'm a casual scrub who can sleep in t13-15 yellow maps, UNLESS the enemies have the mentioned mods above. Its ridiculous that a T7 white explosion enemy can wipe my character off. My current map clear is more about walking and grinding until I see a fire cag or cursed vine.
And now comes the collision issue. I know elitists say the 1-try-maps are cool and git gud because asa ranged you possibly feel really stupid if close ranged nuke mods kill you. "oh... silly me, I forgot to step out from the fire trail the enemy left behind"
Warrior: "DAMN! I charged into a volatile cag vine 6 pack nuke and I pushed the enemy so far behind to hit it I am standing in his crap now"
And you know whats even worse?! You use shield charge or leam to avoid damage but the damn WINDUP animation kills you!
Wait there's more! When you leap, but now suddenly there's a unit collision so instead jumping away you just do a fancy death animation, because explosion on the ground and distance doesn't matter vertically. XD

And maybe its not even the warrior is weak, its like everything else can be way stronger.
And look at gem scaling:
Shatter quality increases attack speed? Erm... ok... for a skill that needs a condition anyway? Thanks... I guess?
Scavanged plate gives more armor? Well... armor have the most brutal dmininishing return so after a point you don't even stack. Thats why endgame warriors just build evasion or ES instead stacking more armor. At least give us more nodes that turns armor to damage!
And no extra thorn?! C'mon! As if it would be op... XD

btw Spiked armor doesn't interact with armor increase. Not even confirmed if its an oversight, bug or intended. It should be somewhat of a feedback skill: you get increased armor by various sources, yet your thorn from armor is baseline.

Shield wall gives you more walls?
Wow... why? To use it as defensive tools you need like special setups, because almost every other skill will explode it anyway. And its not even casting multiple walls. You can raise 4 wall... Having 4 wall should be a map clear condition itself XD

HoG and shield charge cooldown? Mixed feeling. I guess its something... not like HoG increased dps in that case much, because other skills of yours already have to oneshot anything. You use it on rares and bosses and you're more limited by attack window.

There arent many gems that are straight more damage, or not conditional buildup.


Just look at other gem classes: quality brings more dps. I am not sure if this is rant bias, but would be interesting whats the ratio of other classes offensive/defensive/utility upgrade rate.
But other classes don't need to walk into danger, and they are so squishy they just build moar and MOAR damage. Best defense is if the enemies dies before they can do anything.




GIGACHAD HOLY
I have my own post here: https://www.pathofexile.com/forum/view-thread/3699608. As I see it, the biggest problem of warrior/mace right now its lack of tools to make the slow speed worthwhile and survivable in end game's zoom zoom and mob damage curve. That isn't to say I disagree with the key points, though, just that that is indicative of our lack of tools. Slow needs to be viable.

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Climet#7103 a écrit :
The Core Problem with Melee in PoE2

> Melee feels clunky, slow, and overly penalized compared to other playstyles.

> Every advantage melee has comes with a downside, unlike Dexterity or Intelligence-based builds.

> The skill tree forces trade-offs that don’t exist for spellcasters or ranged classes.

> Melee builds feel unnaturally slow, which contradicts the idea of a strong, powerful warrior.

> The game’s core mechanics discourage aggressive melee play, instead forcing an overly defensive or careful
approach.

1. Much of that IMO comes from the large animation lock on the end of many skills. Being able to cancel the lock to initiate another attack or move would make them feel a TON better. Despite my current attack speed, landing a Leaping Strike into a Boneshatter still feels ungodly slow, so it's bad enough LS already has a long wind up all its own. Address the animation lock, and things will start to improve. Beyond that, my post includes the concept of a new tag called Wind Up that is used on every skill (not just mace) that has a flat addition to attack time that skill speed doesn't seem to affect. A Wind Up tag opens up great new options for passives and support gems, especially if channeled/charge up skills get in on the action. Still, a flat buff across the board would help, the lack of attack speed makes the campaign feel worse than it should (as much as I started getting used to it, after Draven killed me maybe 10 times I only ever died once to a couple campaign bosses after that because of my own mistakes, even Geonor was a relative walk in the park)

2. The minimal to no trade offs outside of Red is definitely stupid, especially for the raw comparisons like Brute Strength to similar increases from a single stat. That said, there are some that are along the same line as Singular Purpose. The nearby Crushing Verdict is 92% increased damage for only four points and 8% reduced attack speed. The concept is amazing IMO, we just need tools that allow it to work, and realistically the 8% total reduced attack speed is very compensatable.

3. Covered above

4. The problem is our complete lack of survivability. Armour is the worst defense in the game given how physical damage scales against it and its lack of ele/chaos damage reduction. Tack on the complete lack of Life outside of gear and strength stacking and we're in a super shitty situation. Again, give us tools via support gems, passives, and persistent buffs, with enough variety and sources that make it "safe" to not feel compelled to take every Life node, and we'll be in a far better spot.


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Passive Tree Disparity: Strength vs. Dexterity/Intelligence

> Strength-based nodes always come with penalties (attack speed reduction, mana penalties, movement speed
loss, etc.).
> Strength-based builds are the only ones forced into “concessions” for power.

> Heavy investment in Strength feels punishing rather than rewarding, unlike Dexterity-based builds that get
speed and evasion benefits.

Covered above. Not wrong, but passives with drawbacks are excellent ideas if we have the tools to make them work.

"
Movement and Speed Issues

> Melee feels sluggish and unresponsive, even when fully invested in attack and movement speed.

> Armor reduces movement speed too harshly, making melee builds feel slow for no good reason.

> If warriors have high strength, why does armor slow them down? Shouldn’t it be the opposite?

> Melee characters lack movement skills that feel fluid, unlike ranged classes that can kite easily.

> Animations for some melee abilities feel unnecessarily long, making combat feel stiff.

1. Wind Up tag should help there, but I wouldn't say no to a buff to our "wind up" speeds across the board.

2. This is a problem with their approach to movement speed in general. If they truly insist on armor giving a penalty, some easy to reach and "natural" passives (meaning that most warriors would get anyway) that cut that penalty is a possible approach. Personally, I think they should revamp movespeed a bit, have another post about that, too, where I propose removing the penalty entirely, adding movespeed implicits, and adding movespeed hybrid mods with a nerf to the flat movespeed mod: https://www.pathofexile.com/forum/view-thread/3691700

3. Covered above.

4. Some of this might be the auto target, some just the problem of how the game gauges "pushing" against/passed/through mobs. This is covered in more details below.

5. As mentioned above, much of this is from the animation lock after a skill finishes. Reduce the lock or let us move/attack cancel it and much of this would be addressed.

"
Forced Clunkiness in Abilities

> Base attack speed of melee skills is too low, and many come with unnecessary delays.

> Leap Slam, Earthshatter, and Supercharged Slam feel too slow, making them frustrating to use.

> Charge-up attacks lock the player in place, leaving them vulnerable to enemies.

> Melee animations feel longer than ranged attack animations, making it difficult to react quickly.

> Two-handed weapon skills feel especially sluggish, forcing players into long wind-up times.

> Cleaving attacks often have poor range, making it hard to hit multiple enemies effectively.

1. Covered above ala Wind Up, but again, a small across the board buff is not a bad idea.

2. Mostly the animation lock, but right now Supercharged Slam is worse damage stage 3 than a rolling slam with absolutely no safe way to use it outside of a heavy stunned boss and I'll have a second slam finishing by time I reach stage 3 let alone 4 or 5 (that can't go off because the stun wears off). The entire skill is a joke right now. I have far more "More" in my supports on that trash tier skill than Rolling Slam and it legit can't compete. Even empowered for extra aftershocks and damage it feels genuinely pathetic.

3. Covered above

4. I've not used every skill, so I can't speak on some skills' hit boxes.

"
Collision and Enemy Blocking Issues

> Melee characters get stuck on enemies, doorways, and even small objects, ruining the gameplay flow.

> Stampede (charge skill) constantly gets blocked, breaking immersion.

> If a warrior is supposed to be powerful, why do tiny monsters stop their charge?

> Pathing issues make melee movement awkward, especially in narrow areas.

> Hitboxes feel inconsistent, with some melee attacks whiffing at close range.

My post includes as its first section a comment on our momentum problem. The game badly needs to intelligently gauge angle against terrain to allow momentum along it/around it, while melee skills need more "push" against more enemies. Having that "push" mechanic be built in and having two-handed melee weapons offer the most "push" or at least allow us to weave through the enemies like dodge roll can would be very helpful. This wouldn't be so much of a problem if other enemies couldn't push us so easily, but I'd hesitate to simply make armor/melee less pushable (as the issue of monster push is annoying no matter the build/class and should be reduced in general) and simply give us much more "push" back.

"
Resource Management is Inconsistent

> Melee characters suffer from extreme mana costs, while casters don’t need accuracy (a balance
contradiction).

> Hammer of the Gods costs way too much mana, making it difficult to sustain.

> Why do melee warriors have to worry about mana at all?

> Life-based sustain is weaker than energy shield sustain, making melee survival harder.

> Flasks don’t regenerate fast enough for sustained melee combat.

Abso-fucking-lutely. There's zero reason for us to be such mana hogs when we also have no reliable accuracy options and Resolute Technique eliminates ALL crits making Sunder's only real saving grace--its armor break critical hit pay off--completely nullified. It would make more sense if we had actual mana sustain options, and also had proper Life sustain if we opt for Blood Magic.

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Keystone & Attribute Issues (Giant’s Blood & Triple Attribute Scaling)

> Giant’s Blood is too extreme—you either go all-in on strength or your build is unplayable.

> Triple attribute scaling is too restrictive—it forces warriors to dump everything into strength, leaving no
flexibility.

> Gemling builds (which get to stack one attribute) are far superior.

> Hybrid strength builds lack identity, making them feel weak compared to pure Dexterity or Intelligence builds.

The problem of Giant's Blood isn't so much its cost, but the fact that we feel compelled to take it because we're shit tier without it, either to make our damage worth it via dual-wield or give us severely lacking survivability by getting a shield. One-handed maces being wet noodles only adds to the problem. More tools would allow Giant's Blood to be something worth building around rather than feeling like a need. If we could achieve decent survivability without a shield (like literally every other class can) and not have shitty damage by using one (which no other class experiences) outside of Giant's Blood, it could be a build option rather than a must have. It's pretty obnoxious that Gemlings can completely shit on Warrior for survivability and strength scaling, and the problem isn't that Gemling is OP, only that Warrior is severely undercooked. Given this is EA, it's hard to say that strength hybrids lack identity when there's so little available to them.

Spoiler

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The Broken Promise of Movement While Attacking

> One of the biggest promises from GGG was that melee combat would feel fluid by allowing attack animations
while moving.

> In reality, very few melee skills actually allow movement while attacking, and those that do feel restricted.

> Many melee attacks still force the character to lock in place, leading to frustrating interruptions in combat
flow.

> Skills with built-in movement (such as lunge-type attacks) feel slow and have too many activation frames,
preventing quick engagements.

> Contrast with ranged builds: Many ranged and spellcasting abilities allow movement during casting or
attacking, yet melee remains stuck in place.

> Impact on Combat Fluidity: Instead of feeling like a warrior in motion, melee often feels like a sluggish,
start-stop experience that constantly disrupts momentum.
Covered above by now, so suffice it to say I'm in full agreement.

Spoiler
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The Proposed Fixes for Melee in PoE2

> Remove unnecessary penalties from the Strength skill tree (make it like Dex/Int trees).

> Reduce armor’s movement speed penalty, or let strength counteract it.

> Increase melee base attack speed so it feels more fluid.

> Fix collision issues so warriors don’t get stuck on enemies and objects.

> Reduce mana costs of melee skills, making them more intuitive to use.

> Allow some melee attacks to be used while moving, increasing combat fluidity.

> Fix Stampede and Shield Charge interactions so they don’t get blocked by minor objects.

> Improve the scaling of one-handed weapons to make them viable alternatives.

> Enhance melee hit detection to reduce missed attacks due to poor hitbox alignment.

> Introduce better movement options to prevent melee from feeling too stationary.

> Melee abilties having the ability to move while attacking/channeling will fix majority of issues with melee,
which was also initially promised(but not delivered).


(The summary was made through AI assistance of the main video transcript to reduce time taken)
Pretty much agreed and by now covered above.
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CPTBRUMBL3Z#3146 a écrit :
I have my own post here: https://www.pathofexile.com/forum/view-thread/3699608. As I see it, the biggest problem of warrior/mace right now its lack of tools to make the slow speed worthwhile and survivable in end game's zoom zoom and mob damage curve. That isn't to say I disagree with the key points, though, just that that is indicative of our lack of tools. Slow needs to be viable.


Yes, I have seen your post, it is very well done.

"
CPTBRUMBL3Z#3146 a écrit :
Covered above by now, so suffice it to say I'm in full agreement.


Good to know, based on how GGG works, I think our voices have already been at least heard, majority of issues are popular and agreed by the most creditable people, now its up to them.

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Kraivan#1745 a écrit :
Spoiler
My experience as a full masochist thorn-shatter warbringer and seeing footages of players.

The issue is power escalation and the endgame actually turns into no-hit runs glassnukes.
Look at defenses:
Armor: practically you need it so any incoming damage is reduced to 10% tickles. It needs a serious redesign, because in its current form it boils down to "anything above this will kill me, underneath I can ignore it"
Especially that certain enemies come in swarm. What human reaction do you expect from players to spot out from a swarm of enemies that how much damage you can anticipate?
Add that you actually punish players to do this with time limits anyway...

Block: turtle charm, lucky block turns your game to gamble: you have 20% chance that you die
Because lets not forget: in the endgame nothing damages you or you get oneshotted.

A proposed solution: Introduce Guard (the unique stat) as base of shields. Introduce critical block and more block based mechanics.
Because how do you plan to balance endgame if the fight mechanic is the following:
- you get chance to evade (warriors facetank stuff, but lets say you have an evasion shield build) so you either get hit or not
- second layer is you have 75% to block chance and it will actually deal 0 damage. (this is why it should be a guard stat not an evasion that can trigger thorn)
- if you get hit depends on how much armor you have but in the endgame it either doesn't do any damage or again... oneshots you.
The issue is how you supposed to give players any skill based challenge if the endgame is nothing else than memorising what you can afk with your statcheck.




And we have the other character defensive stats:
Resistances are for everyone. You are either capped or anything kills you.


But here's the movement speed "problem". Hits are not connected if you're not even where the projectile lands. With thorn-build you feel this the other way around: For annoying ranged enemies I MUST stand still. So other players zoom the map and don't get damage, because they oneshot the screen and if enemies even casted any projectile you're already screens away... (unless you want to argue they're too fast now and pick up stray bullets... XD )

Then the health stats.
Why cant STR just increase your life % instead of +2. Would warriors be too OP if we could have 14k hp while a puny mage can run with 7-10k ES while getting hit by the same elemental damage?
And its a relative weakness.

Because both get the same spell damage. And a mage don't need to worry much about incoming melee hits.
Often games look like mages can have high healthpool but they get the damage fully. Fighters have high hp, but damage is mitigated. Tanks are juggernauts: they brush the damage off in exchange they have low dps... but need to remain, most endgame mechanics are time limited: breach, delirium and some fight are technically soft enrage timer (mechanics stack up until its overwhelming)

And enemy mods:
Majority of them arent even concerning for ranged.
As a melee volatile cag, cursed vines are brutal. 2 hit and you're dead. And all of those spawn in your face. For a ranged character the missile needs to approach you first.
And defensive perspective its elemental. As a melee hulk I need to get the same 2-3 hit to die as someone who shoots from distance. As a melee I should thrive in close range, not change my playstyle to a tickle-n-run.

Time Bubble or whatever its called.
A ranged ignores it. But as a melee I need to go in there and our already slow windup - that are already interrupted by dodgerolls to survive - turns into a really tedious slugfest.

Prevents recovery:
Again... in CLOSE range. Ranged characters ignore that. As a melee it means my 2-hit runs turns into 1hit runs. Not as if it matters, because the spells that can 2 shot me comes in packs anyway...

So as thorn warrior I just need to learn what can oneshot me.
I am not even sure if recoupe life nodes even work, because if anything reduces your healthpool to 100-to-0 there's not much to recover from.

And yeah... I'm a casual scrub who can sleep in t13-15 yellow maps, UNLESS the enemies have the mentioned mods above. Its ridiculous that a T7 white explosion enemy can wipe my character off. My current map clear is more about walking and grinding until I see a fire cag or cursed vine.
And now comes the collision issue. I know elitists say the 1-try-maps are cool and git gud because asa ranged you possibly feel really stupid if close ranged nuke mods kill you. "oh... silly me, I forgot to step out from the fire trail the enemy left behind"
Warrior: "DAMN! I charged into a volatile cag vine 6 pack nuke and I pushed the enemy so far behind to hit it I am standing in his crap now"
And you know whats even worse?! You use shield charge or leam to avoid damage but the damn WINDUP animation kills you!
Wait there's more! When you leap, but now suddenly there's a unit collision so instead jumping away you just do a fancy death animation, because explosion on the ground and distance doesn't matter vertically. XD

And maybe its not even the warrior is weak, its like everything else can be way stronger.
And look at gem scaling:
Shatter quality increases attack speed? Erm... ok... for a skill that needs a condition anyway? Thanks... I guess?
Scavanged plate gives more armor? Well... armor have the most brutal dmininishing return so after a point you don't even stack. Thats why endgame warriors just build evasion or ES instead stacking more armor. At least give us more nodes that turns armor to damage!
And no extra thorn?! C'mon! As if it would be op... XD

btw Spiked armor doesn't interact with armor increase. Not even confirmed if its an oversight, bug or intended. It should be somewhat of a feedback skill: you get increased armor by various sources, yet your thorn from armor is baseline.

Shield wall gives you more walls?
Wow... why? To use it as defensive tools you need like special setups, because almost every other skill will explode it anyway. And its not even casting multiple walls. You can raise 4 wall... Having 4 wall should be a map clear condition itself XD

HoG and shield charge cooldown? Mixed feeling. I guess its something... not like HoG increased dps in that case much, because other skills of yours already have to oneshot anything. You use it on rares and bosses and you're more limited by attack window.

There arent many gems that are straight more damage, or not conditional buildup.


Just look at other gem classes: quality brings more dps. I am not sure if this is rant bias, but would be interesting whats the ratio of other classes offensive/defensive/utility upgrade rate.
But other classes don't need to walk into danger, and they are so squishy they just build moar and MOAR damage. Best defense is if the enemies dies before they can do anything.




YYYYYYEEEES!!!
"
Gang5ter15#1071 a écrit :


I disagree with the first thing basically. Cause connecting lv 100 to being a good player is not correct. Reaching level 100 is just a time thing. If you have more time than everyone else you will reach lv 100 before them.
There is basically no skill involved in reaching level 100.


Couldn't disagree more. There is a lot of skill involved, as well as time, in reaching 100. Being consistent enough to not die in 95% of maps is different than being consistent enough to not die in 99% and that isn't even how consistent you need to be to reach 100. Besides, knowing how to juice for EXP is crucial, and it is very different when compared to juicing for loot. And finally you need to be hella time efficient, making quick calls and not wasting any of the precious time you have online to grind. No hideout warrior that spends 90%+ of their time trading and crafting is getting close to 100.
EXP past level 97 is an illusion, exile.
"
Ridelith#2682 a écrit :
"
Gang5ter15#1071 a écrit :


I disagree with the first thing basically. Cause connecting lv 100 to being a good player is not correct. Reaching level 100 is just a time thing. If you have more time than everyone else you will reach lv 100 before them.
There is basically no skill involved in reaching level 100.


Couldn't disagree more. There is a lot of skill involved, as well as time, in reaching 100. Being consistent enough to not die in 95% of maps is different than being consistent enough to not die in 99% and that isn't even how consistent you need to be to reach 100. Besides, knowing how to juice for EXP is crucial, and it is very different when compared to juicing for loot. And finally you need to be hella time efficient, making quick calls and not wasting any of the precious time you have online to grind. No hideout warrior that spends 90%+ of their time trading and crafting is getting close to 100.


Some things here. We ignore time constraints. Cause its only about getting to level 100 not getting to lv 100 in a specific timeframe.
Once you can run Tier 15 Maps without dying, then you can reach Level 100.
Without time constraints everyone who can run Tier 15 can get to level 100.

Yes reaching level 100 during a league requires knowledge and dedication - you need to know how to juice maps for experience and you need a long time which is dedication, but not really personal combat skills. Bosses and Pinnacles get basically one shotted at a certain powerlevel. You have to actively try to die.
I could run around on a char with 50k es and 60% evasion and CI and full resistances. While killing pinnacles with that build with ease. It does not require any fucking combat skill to reach level 100. If you think it does, then you are wrong.
Dernière édition par Gang5ter15#1071, le 14 févr. 2025 17:40:02
Is he really the best player if he doesn't understand you are supposed to use reduced attribute on the mace....?

He may have the most hours...

But it seems like with warrior...this is about turning lemons into lemonade.

And the best builds will be using energy shield, reduced attribute requirements, IMO mace attack with two maces is the best vs bosses (could be 45k DPS).

It is still absolute, 100% pure garbage vs Sorceress, Monk.

It just has little to no clearing ability.
Great post - he's a good player, I've seen a few guys who are better but that's not the point because they all say the same thing. Mace warrior is fricking pathetic compared to every other class. I've got at least 85+ in every class now and playign them all is a completely different game vs Warrior mace, the speed, the clear, the damage, the movements. It's unreal.

All the mana penalties then make stampede at level 24 cost 530 mana? WHAT MATE? I have a mana pool of 600, guess i 100% ALWAYS have to go for blood magic, ALWAYS. Oh I want 40% more dmg but then remove 5% attack speed so really I'm getting like 25% more? COOL THANKS FOR FALSE ADVERTISING. I should have armor? Cool ill wear heavy armor and get a movement speed penality even though Im sposed to be STRONG - same with a fucking shield. Ill use stampede to clear - wait I got blocked and died, wait I had to run through the same pack 3 times then the rare I had to drop a hammer cos stampede is so weak even with double +7's and attack points everywhere. I'll go monk and tap this one button.... wait ill tap spark once... etc etc

GTFO ITS SO COOKED ITS NOT FUNNY.

Bye :D
Dernière édition par Sydneydonza#3078, le 14 févr. 2025 20:42:56
I agree with a lot of things, specially about how clunky it currently is and the trade-off on skill tree comparing to "Witch area".

That said, I disagree with some points. Specially when it is about speed or anything specifically related to maces/slams, and not melee in general. It is important to keep in mind that most of melee content is not released yet. While it is good to give feedback for GGG, so they can tune Sword and Axe's related content better, it doesn't make much sense to complain about how slow a mace/slam build is while suggesting that it is about melee in general. Maces/Slams are supposed to have slow gameplay.

In my opinion, the biggest melee problem is a lack of defense mechanics. And it is not about armour. They could buff armour, sure, but it still won't be very effective against hits with one-shot potential. We need something to replace Fortify. Be it a spirit gem, a support gem or a keystone, we need a viable option for general dmg reduction for STR Melee. In the current state, you can reach same DPS with better defenses with other archetypes, so there is no objective reason to play melee.

Obs.: about the "Best POE Melee Player" thing, it is bullshit. I'm not saying that he is a bad player or anything, but I'm a lvl91 titan on SSFHC and I don't feel that his opinion is any better than mine.
"
DEvil27#6183 a écrit :
I agree with a lot of things, specially about how clunky it currently is and the trade-off on skill tree comparing to "Witch area".

That said, I disagree with some points. Specially when it is about speed or anything specifically related to maces/slams, and not melee in general. It is important to keep in mind that most of melee content is not released yet. While it is good to give feedback for GGG, so they can tune Sword and Axe's related content better, it doesn't make much sense to complain about how slow a mace/slam build is while suggesting that it is about melee in general. Maces/Slams are supposed to have slow gameplay.


I can feel that and somewhat agree with it but if you're gonna have someone with a slow game play you can't add other penalitys - the skill should do OUTRAGEOUS damage if they're the slowest in the game not the LEAST damage.

The most damage along with a .15 attack time on my other character seems ridiculous compared to say a 2.x sunder or a .6 stampede both doing maybe a 20th of the damage and clearing 1/4 of the screen vs WHOLE screen and some off it.

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