melee feels worse in poe 2 than poe 1

the forced forward movement of skills is an absolute killer. why does using my skill have to push my up to the mobs and further into danger? not only this but mobs easily push us around so many times i have put down my bell only to be pushed back out of its range.

all ranged classes can move in any direction and be ready to dodge something at a moments notice but not us, we are forced forward
Last bumped on Dec 26, 2024, 9:39:16 PM
I don’t think movement in skills is that bad for melee. But I would like to have more control over it. E.g. being able to control which skills move me. Yes, there is the option in skills but it doesn’t seem to do jack shit in wasd control scheme.

But I agree there are way too many issues with melee currently.
Well, maybe because the animation now make sense and are actually looking great, compared to POE 1.
Based on your bell comment you are most likely playing Monk. I played Warrior myself, which has similar but separate issues, mostly due to the time required by abilities compared to their payoff in terms of damage. Right now it just feels a bit too slow for my taste. Forced movement is also somewhat of a thing but it doesn't feel that bad and warrior can dodge cancel out of pretty much anything, which is nice to have but tedious to have to do sometimes if that makes sense.

I'm hoping that the skills added throughout early access will flesh out melee and make it feel a lot better, but I may just end up needing to wait until I find a weapon type that I gel with in terms of how it is designed.
Last edited by EchoVisor#7775 on Dec 17, 2024, 10:29:46 AM
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Kilikem#1911 wrote:
the forced forward movement of skills is an absolute killer. why does using my skill have to push my up to the mobs and further into danger? not only this but mobs easily push us around so many times i have put down my bell only to be pushed back out of its range.

all ranged classes can move in any direction and be ready to dodge something at a moments notice but not us, we are forced forward



Im playing monk as well and that is not my experience at all. The melee is fantastic and it just requires to be on the ball ready to dodge or move right after an attack
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Kilikem#1911 wrote:
the forced forward movement of skills is an absolute killer. why does using my skill have to push my up to the mobs and further into danger? not only this but mobs easily push us around so many times i have put down my bell only to be pushed back out of its range.

all ranged classes can move in any direction and be ready to dodge something at a moments notice but not us, we are forced forward


Having just started playing I have to agree. Played my Monk to lvl 10 and every fight feels clunky and like I'm not entirely in control.
Just started a Witch and played it to level 5 - So far it feels much more smooth and I don't really get frustrated the same way.
Monk is an extremely responsive, strong and fast melee class.

Warrior is extremely slow, mediocre and whatever melee class. The best warrior setups as far as i can tell use crossbows or auto attack. Which is a shame.

sunder wind up is terrible, molten blast pushing you into mobs is terrible, eq delay, earthshatter only giving 1 spike is awful. Meanwhile projectile builds still fill the screen with projectiles and clear mobs before you see them. Earthshatter and sunder are the 2 biggest warrior disappointments to me.

If earthshatter only gets 1 spike then spark and lightning arrow need 1 projectile base and they need less damage multipliers to get more projectiles. You already have to warcry to after you attack. why make it a pain to use.
I agree and the crazy part is Monk feels worlds better than most Warrior (so excluding a couple good skills like stampede and HotG). By comparison Monk skills are snappy and agile.

But those forced movements that are out of my control are not only a source of "steped right into it with my face" style deaths, but also big time dps losses to ranged/spells. While I'm making a big show out of a dumb looking backswing spells are already on target.

I can't believe they think Spells should get fluid movement while casting from a distance and Melee should get 2 seconds of root at point blank range...
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
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Waiden#9514 wrote:
Well, maybe because the animation now make sense and are actually looking great, compared to POE 1.


You mean, an animation of a muscular man jumping through the air at a slow speed, defying the laws of physics and being killed by a monster's projectile on the way half is better than poe1?
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I agree and the crazy part is Monk feels worlds better than most Warrior (so excluding a couple good skills like stampede and HotG). By comparison Monk skills are snappy and agile.

But those forced movements that are out of my control are not only a source of "steped right into it with my face" style deaths, but also big time dps losses to ranged/spells. While I'm making a big show out of a dumb looking backswing spells are already on target.

I can't believe they think Spells should get fluid movement while casting from a distance and Melee should get 2 seconds of root at point blank range...


the difference in warrior and monk is the gap closing speed of monk, freeze being better than stun, and attack time. monk is just superior the way endgame is. When warriors are opting for auto attack someone has to realize that there is a fundamental problem with the abilities.

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