Warrior nerfs just don't make sense

I can't understand the nerfs. The AoE nerfs, sure, though Titan is still absolutely fine. Perfect strike got nerfed, for some reason, even though it wasn't the top mace skill? Like what are they doing. Then some of the Giant's Blood nerf, even though it was a pretty annoying to run already and the max life sources were basically non-existent... And the Smith of Kitava nerfs make even less sense. A character that can easily reach say 85% all res even with the nerfs would never go for the new "The Flowing Metal" notable (35% of armour to also apply to ele dmg from hits). Not to mention those literally work before resistances kick in so it's literally useless...

GGG, please, make it make sense. I love the patch, but why kill the warrior? You literally have been nerfing warrior over and over and over.
Dernier bump le 23 août 2025 à 15:50:41
Edited: apparently the testing i referenced was faulty. Armour in PoE2 IS before resistances unlike PoE1 confirmed.
Armour applying to elemental damage can be gained and stacked from a lot of sources too; including Str gear suffixes, runes/soulcores, a banner support gem and presumably the new passive tree clusters among potentially more.

The block changes are also a massive buff to shields as well, even if a disturbing amount of people don't understand the math behind it and have no concept of opportunity cost.

Giant's Blood is a weird change. after the attribute changes players will need 150 less strength to use the heaviest hammers in the game with it aka ~460 is the new endgame strength goal. Needing 150 less strength makes the keystone far easier to use, but losing ~460 max life will suck. Take in mind the above defensive change(s) will probably offset the tankyness lost by this change.

Perfect strike does ~21% less damage, but has an insane amount of range now. Players' innate accuracy has been buffed and enemy evasion has been nerfed too so you wont need to invest in accuracy for this either.

Most of this "warrior nerf" stuff is just out of context adjustments. People are looking at a 'give and take' situation and hyper-fixating on the 'take'.
Dernière édition par LVSviral#3689, le 22 août 2025 à 19:36:45
I think you're getting a tad ahead of yourself here. We still haven't seen the passive tree and skill gem changes as well as how well the new armor adjustments end up working.

I agree that some of these nerfs seem a bit much, but depending on how everything else plays out Warrior could still be good.
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LVSviral#3689 a écrit :
Resistances are calculated before armour. Most people don't know this since armour is the first thing calculated for physical damage, but only because physical resistance isn't a mechanic. Armour applying to elemental damage is more effective the higher your maximum res is.


Unfortunately u're wrong here. Mark even said so during the Q&A session with ZiggyD.
That's only true for PoE, but not for PoE2. They changed it for some reason.
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LVSviral#3689 a écrit :
Resistances are calculated before armour. Most people don't know this since armour is the first thing calculated for physical damage, but only because physical resistance isn't a mechanic. Armour applying to elemental damage is more effective the higher your maximum res is. Armour applying to elemental damage can be gained and stacked from a lot of sources too; including Str gear suffixes, runes/soulcores, a banner support gem and presumably the new passive tree clusters among potentially more.

The block changes are also a massive buff to shields as well, even if a disturbing amount of people don't understand the math behind it and have no concept of opportunity cost.

Giant's Blood is a weird change. after the attribute changes players will need 150 less strength to use the heaviest hammers in the game with it aka ~460 is the new endgame strength goal. Needing 150 less strength makes the keystone far easier to use, but losing ~460 max life will suck. Take in mind the above defensive change(s) will probably offset the tankyness lost by this change.

Perfect strike does ~21% less damage, but has an insane amount of range now. Players' innate accuracy has been buffed and enemy evasion has been nerfed too so you wont need to invest in accuracy for this either.

Most of this "warrior nerf" stuff is just out of context adjustments. People are looking at a 'give and take' situation and hyper-fixating on the 'take'.


You are entirely wrong. Literally on stream during the QA they confirmed that armour is calculated before resistances.

The block changes are not a buff. There's not even that many attacks that were unblockable and if there were, they were usually boss attacks, most of them easily dodge-able.

If we had other sources of max life (I really hope we do on the new tree), then sure. I don't care about the Giant's Blood nerf, it's quite powerful anyway. But we don't, at least for now.
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LVSviral#3689 a écrit :
Resistances are calculated before armour. Most people don't know this since armour is the first thing calculated for physical damage, but only because physical resistance isn't a mechanic. Armour applying to elemental damage is more effective the higher your maximum res is. Armour applying to elemental damage can be gained and stacked from a lot of sources too; including Str gear suffixes, runes/soulcores, a banner support gem and presumably the new passive tree clusters among potentially more.


This is not correct, Armour is applied before resistances in POE 2, Your explanation is true for POE 1. This was tested on release with Heatproofing on the passive tree, and recently confirmed by Mark on another thread posted not to long ago. Armour to Ele is borderline useless on anything other than small hits.
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Unfortunately u're wrong here. Mark even said so during the Q&A session with ZiggyD.
That's only true for PoE, but not for PoE2. They changed it for some reason.

Interesting.

I would like to point out though that mark has repeatedly said incorrect things about defensive scaling in PoE2 though during those streams.

A lot of people using the Heatproofing notable (25% of armour applies to fire damage) with 90% max fire res have claimed that the armour applied after the fire res too after testing it.
Dernière édition par LVSviral#3689, le 22 août 2025 à 18:46:50
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GorboMcDuggins#5744 a écrit :
I think you're getting a tad ahead of yourself here. We still haven't seen the passive tree and skill gem changes as well as how well the new armor adjustments end up working.

I agree that some of these nerfs seem a bit much, but depending on how everything else plays out Warrior could still be good.


What do you mean we haven't seen the Skill Gem changes? We literally have the patch notes?

I can see some changes that are good, like Sunder not having a time to attack modifier, etc. But overall Warrior is getting giga nerfed. The warcry is nerfed, which was a huge source of every warrior's damage. Many more changes like the block, Giant's blood, etc, also Smith nerfs, just barely make any sense.
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LVSviral#3689 a écrit :
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Unfortunately u're wrong here. Mark even said so during the Q&A session with ZiggyD.
That's only true for PoE, but not for PoE2. They changed it for some reason.

Interesting.

I would like to point out though that mark has repeatedly said incorrect things about defensive scaling in PoE2 though during those streams.

A lot of people using the Heatproofing notable (25% of armour applies to fire damage) with 90% max fire res have claimed that the armour applied after the fire res too after testing it.


The Heatproofing notable was used a lot in 0.1. After some testing from Kripparian, realizing how it actually works, no one is using it since 0.2. Btw in PoE 1 armour is applied AFTER resistances, but that's not the case in PoE 2. Hence why it's bad here.

Also why would you use Heatproofing if you are 90% fire res? You are already unkillable from any fire damage.
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The block changes are not a buff. There's not even that many attacks that were unblockable


Most larger hits from rare enemies and modifiers etc. are AoE.

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and if there were, they were usually boss attacks, most of them easily dodge-able.

By that same logic there is no reason to build armour or resistances or max life.

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