Why I think Mace Warrior Feels bad in PoE 2

Made another video talking about why I think Mace warrior just doesn't feel that good. I'll post my notes for people that don't want to watch the video, I'm just hoping to start a conversation about maces (again).

https://www.youtube.com/watch?v=gU__cIw_YjU


WHY MACE WARRIOR FEELS BAD IN POE2
-Mace skills hit a brick wall at the start of act 3 (the silverback boss is a good indicator of this) although you can definitly feel the falloff towards the end of act 2.

-Skills are too slow and not impactful enough, even with damage node priority. By the time we get a few attacks off we need to either back off and regen or find space to start a long cast.

-it Feels like the only real way to deal damage with maces is with the default attack, Everything else is too slow, which is fine, but we don't get our third socket till level 40 which means the falloff around act 3 is further impacted by the only decent solution till then.

-Combos are impossible to pull off starting from act 3 because of said sluggishness of skills

-Armour being weak adds to the pain, as we recieve too much damage while waiting for our attacks to fire off, we also get mini stunned VERY frequently

-The benefits of Endurance charges are negligible, the synergy with warcries is underwhelming

-warcries in the early game are underwhelming in general against bosses, even with empowerment supports

-Sunder should feel great to land. It's the first major non channeling spell we get that integrates slams as a main attack source, but it does not provide the impact it feels like it should

-If we manage to break the target's armour (can take multiple hits with Armour break, even on rares) and manage to get a sunder off, we have to wait in place for the second wave to come through.

-The weapon we're using is too critical for success, if the mace our character is using is even a few levels old, or the affixes are too low of a tier, they fall off rapidly in act 3

-It feels like we are forced to use shields, but this means we do even less damage than when we wield a two handed weapon, and feels restrictive of the big two handed mace slammer fantasy

-We don't have any armour breaking supports in the early game, the armour breaking supports only start being usable halfway through act 3, and the armour break skill before that is too underwhelming because as mentioned, the attacks are all slow which means its inefficient as a form of attack compared to heavy stunning.

-Skills should not have a 0.9 to 1 second unscalable delay, it feels awful and restrictive and takes away from the experience. IF we are to keep the hard delays, we need to do much much much more damage, and pulling a combo off should be MUCH more rewarding.

-it's not fun chasing the faster bosses around the arena.

-Earthquake is too situational and feels like a joke with how slow it is. Earthshatter is also far too situational and requires too many steps to make it worth it, which again, adds to the frustration

-Comboing for Warriors should somehow combine Heavy stuns with Armour breaks better.

-The Warrior skill tree has too many downsides to attack speed on an already very slow weapon like mace, Any trade offs made for attack speed, despite the damage buffs does not feel good

-There are some Cold and Lightning nodes on the skill tree close to warrior, but having no skills utilizing either of those elements feels like a missed opportunity. Chill & freeze would help us actually land our attacks more often, and who doesn't love a Thor like lightning hammer fantasy?

-Maces felt bad in PoE 1, they actually feel very satisfying to use in PoE 2 with the animations and effects as well as the weight behind the attacks, but when we end up merely scratching the enemies, it feels really really bad.

THANKS
Dernier bump le 17 avr. 2025 à 19:51:48

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