Unarmed attack range is pathetically low

This swing definitely should hit the target:

That one too:


Please update base unarmed range value to match character attack animation like you did to claws etc.
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Last bumped on Feb 28, 2017, 11:44:23 AM
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good idea. i agree.
Just have it same as claws.
If you take a quick glance at skills that are compatible with unarmed you notice they're either single target or have low AoE. It's an intended drawback, PoE is an item-driven game and an attack build that can slip past the weapon upgrade issue has to be gimped in some way to compensate.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
"
It's an intended drawback

So, mismatching animation is intended drawback, right.
It's not about build possibilities, take a look at the GIFs, current range is meaningless bs.
Spoiler

I understand, unarmed range is balanced around using Warlord's Reach and Master of the Arena at the same time, it's like whole wraelast is handless by default and using hand prosthesis to become 'normal'.
Problem: impostor syndrome
Solution: nerf everything
Result: depressing mess
Last edited by a_z0_9#4860 on Feb 27, 2017, 9:43:44 AM
"
a_z0_9 wrote:
"
It's an intended drawback

So, mismatching animation is intended drawback, right.
It's not about build possibilities, take a look at the GIFs, current range is meaningless bs.

Yeah, I know. Dunno what exactly are they thinking but I assume it should be that way.

And if a sword has the same range as a claw that means their animations are wrong, I assume they just wanted to make claws a more attractive choice because their passives were crap.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►

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