Melee feels bad
My friend was really excited to start the game as the Warrior, but it's just not fun at all compared to ranged classes. After all the hype and talking about how melee would get a new lease on life in PoE2, it's really disappointing to find that it's even more difficult to play than PoE1. The whole game changed so you can use WASD, which is fantastic for ranged characters, and melee builds are still stuck on the spot bashing people 2 feet in front of them. Sure, some of the skills include movement, but once you start moving you can't redirect easily. It's so crazy that the ranged characters now get to strafe around on the spot while attacking, when they're already as safe as they're going to be avoiding damage, meanwhile melee has to be locked into all this forced movement or lack thereof. I just don't understand why they wouldn't use the opportunity of PoE2 to upgrade melee so you can swing while walking.
Last bumped on Dec 9, 2024, 3:19:29 AM
|
![]() |
I think the starting skills they gave Warrior to play with are the main problem , they are slow and clunky. Its more worth it for a Warrior to drop the shield and grab a scepter off hand for 100 spirit and get some minions early game, or a crossbow , or a fire ball anything to engage at range then follow up with melee. The rolling slam to prime enemys for stun then the hit that follows up (cant remember the name) is strong but it just feels so floaty and clunky. Its not snappy and crisp its too delayed , same with shield charge theres like a pause before your character charges feels bad. My wife whos not a big gamer is absolutely mowing the field with the witch summons and Warrior is not even in the same ballpark.
|
![]() |
" Yeah I was pretty disappointed too, I would never have imagined that I waited a whole year and still paid to test their game only to find out that the class I like to play in every type of game is just slow and clunky crap. Frankly at this point I don't think they tried to play warrior and noticed how bad the skills are. Boneshatter is now a real piece of crap that is practically useless and unpleasant to use. The initial slam was the worst attack slam I've ever seen in the genre, it does little damage and takes a long time, even with gems to reduce the time. And we can't forget the "walking slam" or so to speak, one of the most useless skills I've ever seen. Don't forget that the initial warrior nodes managed to be terrible and didn't add anything important and relevant to the creation of builds. No money until, GGG fix melee.
|
![]() |
I think the main problem is IMO a BUG with the way movement works..
If you TAP a melee attack in close quarters with an enemy, it will often "cancel" the attack... If you HOLD a melee attack, it will "power through" and keep going until it finishes (or you are actually stunned or frozen) if you just start HOLDING melee attacks the game plays much better. Also, below boss healthbars you will see a "stagger bar", when you fill that bar the boss stagger. When they are staggered, they take 1.5x dmg from melee, and 1.5x dmg from physical... and these stack, so melee physical does 1.5x1.5=2.25x more dmg. Once you learn how to use this, it makes killing most bosses way way easier. You can force-stagger them earlier with some abilities like monk staggering palm and warrior bone-shater) Last edited by KuroSF#6521 on Dec 8, 2024, 3:27:36 PM
|
![]() |
If you dont know what you are doing I guess? I dont know melee feels really good to me.
You need to just keep up with gear like anyone else. And build a proper tree. " I have no idea what this is. There is one skill, rolling slam, where the gem TELLS you to aim the second attack to hold the skill down. Nothing like this happens with Mace strike EQ VF ES BS LS Not sure where you are seeing this or why you are getting this bug but this isnt a thing. |
![]() |
About the attack canceling, I saw that if I press or keep pressing any of wasd while for example using rolling slam, sometimes it cancels it, dunno why.
So, I started to unpress wasd (movement keys) when using attacks where I have to keep pressing (shield charge, rolling slam, etc) to avoid canceling them because of #reasons ? There should be a priority, dodge roll > attack > move, you can't cancel an attack simply by moving. But right now sometimes it does. But the best is that we can start moving while attacking, ranged can do it, melee should be able too. |
![]() |
So, I started a warrior because every single time I try a new ARPG I want to fulfil the fantasy of the ironclad 2H warrior that defeat things thanks to its martial prowess.
And it kinda worked... until act 2. In act 2 I started to notice the cracks. Packs were not a problem thanks to slams (leap or rolling) and bone shatter. But bosses were a damn slog. I still could kill them, but it takes AGES. Literally in the order of fights of 10 minutes of constant hit, dodge, hit, hit, dodge, hit, dodge. When a boss fell, it felt quite satisfying but... shouldn't the campaign be something more of an easing into things, make me feel like I am the hero? It surely feels more like I am a foot soldier that have been thrown in the middle of events bigger than him to be honest. The final boss of Act 2 has been the headstone on the grave of this character, I am afraid. It has so many HP that it took me 20 minutes (at least) of constant dodging and casting totems (oh yes, I had to resort to that to be able to do bosses because staying in actual melee range means just having to titptap constantly) and occasionally going in for some slams. And it still killed me at 10% HP because after 20+ minutes I was so tired that it took just a couple of errors in a row to die (lvl 32). Really, I don't know for all melee, but warrior need to be able to withstand damage more easily than ranged just to start with. Maybe if I didn't need to worry too much about being killed, I could focus on dishing out damage. I don't know, maybe put some passive defensive boost to all melee skills? So that when used they give you short time buffs that make you resistant to damage? I have no clue, but as it is, it's just depressing :( |
![]() |
" Just wanted to add that it's not boneshatter that give you stun, but slams (rolling slam and leap slam for example). Boneshatter capitalize on the stun, to unleash high damage that does an aoe around. But this is part of the "issue" with warriors for example. All damage skills need at least 2 skills in "combo" which means more dancing around the enemy and risk being hit in the meanwhile. Roughly means half the dps of a ranged class. It's honestly hilariously bad. |
![]() |
" The same here, you have to resort to totems / ranged fireball to kill that boss, and not to mention the ascendancy trial being a no hit crap makes melee even worse "Gkek#1581":
*People with any semblance of intelligence don't watch an entire season of a TV show just to see if it's any good lol* |
![]() |
So, after writing this, I went and tried to invest as much as possible in stun build-up in the passive tree to be able to see if I could be a 2-hit-wonder and avoid the problem with killing/dying with thousands of small bonks.
Result: Now I build up so much that the packs get insta-stunned making the build based on boneshatter useless as you need to use it when the mobs are "primed for stun" but not stunned yet. What a fucking joke. |
![]() |