2h melee needs to be revisited...

2h melee was in a good spot between Legion and Delirium, but after that it has been murdered by a series of nerfs and changes, such as Seismic Cry damage buff removal and stun change.

And that's my main complaint here: 2h maces should be the heavy hitters of this game (as any rpg would place it)

Staffs got higher crit chance and block chance, while retaining pretty high base damage

2h swords has accuracy, crit multiplier and speed

2h axe has higher base damage

2h mace has stun, which have been kinda useless since the changes that puts cooldown on stunning bosses and so on...

My take is: 2h melee needs a rework, specially 2h maces.
Last edited by Haadd#5888 on Feb 14, 2022, 11:17:25 AM
Last bumped on Feb 22, 2022, 2:23:35 PM
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given the state of melee right now, when even complete noobs know NOT to play it.. maybe it is time to simply remove melee from the game? POE is no longer melee-compatible, not with current emphasis on vomiting mobs, move-or-die gameplay and general lack of clarity

but yes, maces (esp 1h maces) are 100% pointless and anyone using them is making a mistake
Played last league with maces. They not just got insane stun but also area of effect.
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SuperMotte wrote:
Played last league with maces. They not just got insane stun but also area of effect.


Stun used to be really useful when you could perma stun some bosses. With this cooldown change (which is kinda long) stun is meh at best. Also the AoE you mention come from three nodes alone, not that worth mentioning
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Haadd wrote:
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SuperMotte wrote:
Played last league with maces. They not just got insane stun but also area of effect.


Stun used to be really useful when you could perma stun some bosses. With this cooldown change (which is kinda long) stun is meh at best. Also the AoE you mention come from three nodes alone, not that worth mentioning


I see 6 passives + 1 Mastery related to maces and area of effect for a total of 73% increased area of effect, 38% of this is without any conditions, 20% if you did a Critical Strike recently (Mastery) and 15% if you stunned an enemy recently.
so with 7 passives investment you barely matched the AOE coverage of any mediocre spell while still having worse damage and clearspeed on a bigger budget. 75% increase on a tiny base == tiny outcome

stun has been broken since last Great Ailment Threshold of The Threshold rework. it sill seems to operate on new HP values instead of its own threshold, just like every other enemy-HP-related mechanic does.


crit mace stun build with 115% STR (effectively ~78% IIRC) couldnt stun shaper ONCE, same with several other bosses (yes, excluding the unwavering ofc). STUN as a mechanic is worthless right now, its only use case is to proc AOE on boneshatter vs mobs you kill instantly anyway.

any 1h mace build is instantly made better with simple mace -> sword/axe switch because maces are slow and slow in this game == bad.

Last edited by sidtherat#1310 on Feb 14, 2022, 5:46:16 AM
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sidtherat wrote:
so with 7 passives investment you barely matched the AOE coverage of any mediocre spell while still having worse damage and clearspeed on a bigger budget. 75% increase on a tiny base == tiny outcome

stun has been broken since last Great Ailment Threshold of The Threshold rework. it sill seems to operate on new HP values instead of its own threshold, just like every other enemy-HP-related mechanic does.


crit mace stun build with 115% STR (effectively ~78% IIRC) couldnt stun shaper ONCE, same with several other bosses (yes, excluding the unwavering ofc). STUN as a mechanic is worthless right now, its only use case is to proc AOE on boneshatter vs mobs you kill instantly anyway.

any 1h mace build is instantly made better with simple mace -> sword/axe switch because maces are slow and slow in this game == bad.



That's why maces should have the highest base damage of the game, or make stun worth it again
"
Haadd wrote:
2h melee was in a good spot between Legion and Delirium, but after that it has been murdered by a serious of nerfs and changes, such as Seismic Cry damage buff removal and stun change.

And that's my main complaint here: 2h maces should be the heavy hitters of this game (as any rpg would place it)

Staffs got higher crit chance and block chance, while retaining pretty high base damage

2h swords has accuracy, crit multiplier and speed

2h axe has higher base damage

2h mace has stun, which have been kinda useless since the changes that puts cooldown on stunning bosses and so on...

My take is: 2h melee needs a rework, specially 2h maces.


Spoiler


I have full legacy impale cyclone gear with 95m dps and i can 100% confirm that melee is in a very bad place.

even with full legacy gear the build just pales in comparison to a 20 ex budget meta caster character. it just feels bad
Very cool mirror Service: https://www.pathofexile.com/forum/view-thread/3227915
It should not be revisited it should be permanently deleted since it is useless most of the time in past 8 years
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JohnIrenicus wrote:
It should not be revisited it should be permanently deleted since it is useless most of the time in past 8 years


That's a bit harsh but I can relate to the frustration

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