the crap you feed us about melee being "better in poe2"

Honestly i feel like most classes should be a bit slower (mercenary witch and sorceress) or a lot slower (ranger and monk), all class should be around warrior level of speed.

By making everyclass a bit slower we can make monster a bit slower too and make the game the more methodical ARPG it say it is.

i don't want warrior to be super fast but it may require a bit more smoothness in the animation there is way too much down/deadtime, where nothign is happening.

way too many warrior skills require 1-2 or even 3 seconds to happen (and attack speed barely reduce that time)...even as i have no negativ attack speed node and +60% attack speed throught nodes and items, that is a lot of time.

For Hammer of god its okay you can cast while moving but for sunder/perfect strike/superslam/charge/stampede/leap/volcanic fissure/molten blast it is a problem because you get hit all the time on a class that doesn't regen more or tank more than other(no shield/no dodge). Even the base attack is quite slow.

Almost finished cruel 3 and warrior is just way more dangerous to play than any other class.

Monk can attack and move is swift and bursty so can easily escape from bad situation.

Ranger is never in dangered to get hit by anythign (as long as i see it)

Sorceress have fast CC to slow down and can move and cast
Witch can use minions to body block, and curse to slow down ennemies.

Mercenary even if clunky can move and attack/use skills. have lots of AOE and CC.
Last edited by Kanjejou#7620 on Dec 20, 2024, 9:03:19 AM
"
i will give you just 2 examples, pirasha the forgotten prisoner "map boss'
and the 4th floor sanctum boss

1- sanctum boss
i am a tanky warrior with enough damage to 2-4 shot any map boss, in case of sanctum boss it's easy except for the part of the "clock" shit where you expect me to build a slow ass fking character then give me a mechanic that requires a speed runner to do. i know i can do "tricks" like shield charge in offhand wiht 50% cd shield and other shit and even then i "might be too slow still"

but why teh fk are we designing mechanics that literally is purely anti melee ? especially anti warrior-like melee ?

2- pirasha "aka balbala in leveling zones or whatever"
so my sunder needs no less than 2.2 seconds to hit "and that's wiht attack speed bonuses cuz sunder adds 1.4 to attack timer always"
pirasha comes with a huge ES that once you break you can literally just 3 shot her. but the problem with that es is that it needs me to hit her TWICE with sunder to go down "at least" and can go up to 3 times.

to do 3 sunders + armour breaker that is requried for sunder to do max damage i need about 10 seconds at least, but the boss does not sit in place for that long, in fact the boss does so many fking dashes and blinks and shit half your sunders are missed cuz your char like a donkey would keep targeting the area where the boss WAS even when she jupmed opposite direction. and by the time you go back on top of her and start hitting here again her ES already ahve started regening and regained at least a bit.

2-3 moves then she goes into her invisiblity mod where the boss literally regens all her ES until you find her.
on top of all of that i am WAY OVERCAPPED with accuracy "atl east at close range" yet i can't hit her half the times forwatever reason.


in other words and in conclusion
this is why melee sucked in poe1, it was never about the "power level of the character" it was always about design decision on your part where you would just make a mechanic that completely fks melee "especially after you changed philosophy in poe 1 to reduce attack speed" and especialy in poe2 where it is about slow hard hits for warriors for example.

your design philosophy of mechanics always suck for any slow hitting melee. and

in poe1 history and even now in poe2, no mechanics ever really "hard countered ranged characters"
a hard counter ranged char mechanic never existed, we could argue in all games not only in poe1.
but hard-counteirng melee or border line making it impossible to melee kinda mechanic is literally everywhere and it's annoying.

so please, change this mindset already, i don't need a boss with over 3 million ES shield that dashes 900 times per min and regens shield with every dashadn then goes invis to regen all shield until found. where you have to hit the boss to stop ES regen and he jumps too far and too fast for your melee shit to hit.


Warrior doesn’t struggle on sanctum

Warrior doesn’t struggle in the acts

Problems you are having in this wall of text is your build/play style

Up to you to fix it
"
slobdog#2920 wrote:
"
*** HATE MESSAGE ***
I have a 60 div MELEE Monk build, and every time I die to something as STUPID as mentioned above, I feel like deleting the game.
*** HATE MESSAGE OVER ***


If you have a 60 div Monk build, which is wildly expensive, and you're dying to rares then I think the problem is you -- not the class/skill/archetype.

If you're really struggle-bussing that hard man you can just buy your Ascendancy carry. I assume you already RMT'd your currency based on your post and inability to survive with 60 divs worth of gear.


I really laughed at that :-D



^ I'm guessing this is something melee friendly. I retract all my statements, PoE2 is amazing for melee, and I'll work on my skills and RMT abilities more! =))


Last edited by Turbinson#1712 on Dec 20, 2024, 9:14:18 AM
Me on my merc wait 2.2 secs for a attack thats fast, me over here with Plasma going come on baby charge charge charge charge charge boom, the thing has like 0.30 attack speed as base on a weapon pushing around 1.80 base A.S lol the highest attack speed I got it to is around 0.48 so it went from around 5 secs to roughly 4.5 secs per attack. an its also paired with slow walking well it charges.

Man I wish I could use a shield as a off hand.

I personally dont mind it, but at times it be like come on work you damn gun go faster lol.
"
Me on my merc wait 2.2 secs for a attack thats fast, me over here with Plasma going come on baby charge charge charge charge charge boom, the thing has like 0.30 attack speed as base on a weapon pushing around 1.80 base A.S lol the highest attack speed I got it to is around 0.48 so it went from around 5 secs to roughly 4.5 secs per attack. an its also paired with slow walking well it charges.

Man I wish I could use a shield as a off hand.

I personally dont mind it, but at times it be like come on work you damn gun go faster lol.


well mercenary is barely above the warrior in ease of use... reload mecanism and unreducible cast time as warrior do make it not as zoomy as the other classes...btu still a bit more mobile than warrior.

maybe make every class need to reload their spell "magazine" and be slow as warrior so they can enjoy the game instead of zooming from map to map at +45% move speed...
Last edited by Kanjejou#7620 on Dec 20, 2024, 9:35:10 AM
"
Mace skills have:
Gap closers - 3 skills
Perfect strike always ignite, so ES not a problem
Molten strike - ranged attack, have a chance to ignite
Ancestral totem, with molten strike it to auto turret. Another way to deal with ES.
Boneshatter - Crazy AOE + stun. With aftershock, devastating and armor explosion support boss fight ends as soon as boss summons adds.
Hammer fall - AOE + huge damage

Sunder is slow and I think it supposed to be used on stunned enemy.
Melee is pretty fun if you use all the tools.


what the heck are you on about you made me laugh in the office holys lol

how about you play the game first ? lol

what gap closers do melee have? shield charge, leap slam and stampede ? i literally said that all of them are shit because they are designed around being a mobility + damage abilities. in which case you can't make them "mobility focused" because then the damage factor would be op with insane mobility.

that's why shield charge takes a few decades to initiate and end and has a long cd. and that's why leap slam is the slowest leap slam in poe history and that's why stampede also needs a while to initiate and end and is used as a clear skill.

perfect strike "always ignites" is another funny goofy argument. are you suggesting i should be playing a full melee phys build and spending 3 seconds every 10 seconds to "perfect strike" which would do zero damage for me ? or are you suggesting i should build around being unstunnable and unkillable while channeling it 'although i am both of those, i still don't want to be tied to a skill with damage type that is different than my build"

molten strike ? and perfect strike ? WHY ARE WE EVEN TALKING ABOUT THIS LOL
we literally say melee and you say "moolten strike" what part of the word 'melee" do you not get?

ancestral totem AGAIN, we say melee and you say "totem"

why do you even talk about shit you don't get. melees have never been "lightning strike" no one refers to melee with attacks that are either not melee, or are 2 screens ranged melee scaling.

melees are the skils you stand on top of the boss with and hit him/her.
"
"
i will give you just 2 examples, pirasha the forgotten prisoner "map boss'
and the 4th floor sanctum boss

1- sanctum boss
i am a tanky warrior with enough damage to 2-4 shot any map boss, in case of sanctum boss it's easy except for the part of the "clock" shit where you expect me to build a slow ass fking character then give me a mechanic that requires a speed runner to do. i know i can do "tricks" like shield charge in offhand wiht 50% cd shield and other shit and even then i "might be too slow still"

but why teh fk are we designing mechanics that literally is purely anti melee ? especially anti warrior-like melee ?

2- pirasha "aka balbala in leveling zones or whatever"
so my sunder needs no less than 2.2 seconds to hit "and that's wiht attack speed bonuses cuz sunder adds 1.4 to attack timer always"
pirasha comes with a huge ES that once you break you can literally just 3 shot her. but the problem with that es is that it needs me to hit her TWICE with sunder to go down "at least" and can go up to 3 times.

to do 3 sunders + armour breaker that is requried for sunder to do max damage i need about 10 seconds at least, but the boss does not sit in place for that long, in fact the boss does so many fking dashes and blinks and shit half your sunders are missed cuz your char like a donkey would keep targeting the area where the boss WAS even when she jupmed opposite direction. and by the time you go back on top of her and start hitting here again her ES already ahve started regening and regained at least a bit.

2-3 moves then she goes into her invisiblity mod where the boss literally regens all her ES until you find her.
on top of all of that i am WAY OVERCAPPED with accuracy "atl east at close range" yet i can't hit her half the times forwatever reason.


in other words and in conclusion
this is why melee sucked in poe1, it was never about the "power level of the character" it was always about design decision on your part where you would just make a mechanic that completely fks melee "especially after you changed philosophy in poe 1 to reduce attack speed" and especialy in poe2 where it is about slow hard hits for warriors for example.

your design philosophy of mechanics always suck for any slow hitting melee. and

in poe1 history and even now in poe2, no mechanics ever really "hard countered ranged characters"
a hard counter ranged char mechanic never existed, we could argue in all games not only in poe1.
but hard-counteirng melee or border line making it impossible to melee kinda mechanic is literally everywhere and it's annoying.

so please, change this mindset already, i don't need a boss with over 3 million ES shield that dashes 900 times per min and regens shield with every dashadn then goes invis to regen all shield until found. where you have to hit the boss to stop ES regen and he jumps too far and too fast for your melee shit to hit.


Warrior doesn’t struggle on sanctum

Warrior doesn’t struggle in the acts

Problems you are having in this wall of text is your build/play style

Up to you to fix it



LLOL , warrior does not struggle in sanctum? except that GGG them selves came out and said "oh yea they do"

stop pulling shit out of your ass, if you are using hammer of gods with a bleed build to "express how warriors are fine in sanctum" then go again and learn what melee means. even i am abusing hammer of gods bleed right now, and i am not a bleed char.

try without hammer of god or bleed WHICH IS LITERALLY what warrior ascendencies are designed around, non bleed stun based design.
tell me how do you feel without bleed when you have to hug everything in sanctum and swing for 90 years.

the very fact that your type keeps bringing up how "it's a build issue" is funny to me because i can bet you have never made a char in your life. and i've never coppied a build in my life and i've never failed to clear all game content on cheap budget in poe1 in any char i created from scratch.

and yet the "can you do it" have never been the argument. it is about why the fk do i have to do things that my char is not supposed to do in order to progress?


so how about , why the fk do i need to bleed when i am not a bleed char "for one example"
"
"
slobdog#2920 wrote:
"
*** HATE MESSAGE ***
I have a 60 div MELEE Monk build, and every time I die to something as STUPID as mentioned above, I feel like deleting the game.
*** HATE MESSAGE OVER ***


If you have a 60 div Monk build, which is wildly expensive, and you're dying to rares then I think the problem is you -- not the class/skill/archetype.

If you're really struggle-bussing that hard man you can just buy your Ascendancy carry. I assume you already RMT'd your currency based on your post and inability to survive with 60 divs worth of gear.


I really laughed at that :-D



^ I'm guessing this is something melee friendly. I retract all my statements, PoE2 is amazing for melee, and I'll work on my skills and RMT abilities more! =))




Yup

the new temporal bubble, what does it do ? if you get close to enemies you literally can't move.

that's the whole point of my post, show me one ability that is equal to this one but against ranged? ppl might say the tangiblity thingy mod might be one. but have they seen what happens when a monster has temporal bubble+tangible thingy + a million damage mods? you literally as a melee can't kill him at long range or mid range and if you get close you can't even swing once with temporal bubble thingy slowly your slam to less than one attack per 4 or 5 or even 8 seconds.
"
"
"
i will give you just 2 examples, pirasha the forgotten prisoner "map boss'
and the 4th floor sanctum boss

1- sanctum boss
i am a tanky warrior with enough damage to 2-4 shot any map boss, in case of sanctum boss it's easy except for the part of the "clock" shit where you expect me to build a slow ass fking character then give me a mechanic that requires a speed runner to do. i know i can do "tricks" like shield charge in offhand wiht 50% cd shield and other shit and even then i "might be too slow still"

but why teh fk are we designing mechanics that literally is purely anti melee ? especially anti warrior-like melee ?

2- pirasha "aka balbala in leveling zones or whatever"
so my sunder needs no less than 2.2 seconds to hit "and that's wiht attack speed bonuses cuz sunder adds 1.4 to attack timer always"
pirasha comes with a huge ES that once you break you can literally just 3 shot her. but the problem with that es is that it needs me to hit her TWICE with sunder to go down "at least" and can go up to 3 times.

to do 3 sunders + armour breaker that is requried for sunder to do max damage i need about 10 seconds at least, but the boss does not sit in place for that long, in fact the boss does so many fking dashes and blinks and shit half your sunders are missed cuz your char like a donkey would keep targeting the area where the boss WAS even when she jupmed opposite direction. and by the time you go back on top of her and start hitting here again her ES already ahve started regening and regained at least a bit.

2-3 moves then she goes into her invisiblity mod where the boss literally regens all her ES until you find her.
on top of all of that i am WAY OVERCAPPED with accuracy "atl east at close range" yet i can't hit her half the times forwatever reason.


in other words and in conclusion
this is why melee sucked in poe1, it was never about the "power level of the character" it was always about design decision on your part where you would just make a mechanic that completely fks melee "especially after you changed philosophy in poe 1 to reduce attack speed" and especialy in poe2 where it is about slow hard hits for warriors for example.

your design philosophy of mechanics always suck for any slow hitting melee. and

in poe1 history and even now in poe2, no mechanics ever really "hard countered ranged characters"
a hard counter ranged char mechanic never existed, we could argue in all games not only in poe1.
but hard-counteirng melee or border line making it impossible to melee kinda mechanic is literally everywhere and it's annoying.

so please, change this mindset already, i don't need a boss with over 3 million ES shield that dashes 900 times per min and regens shield with every dashadn then goes invis to regen all shield until found. where you have to hit the boss to stop ES regen and he jumps too far and too fast for your melee shit to hit.


Warrior doesn’t struggle on sanctum

Warrior doesn’t struggle in the acts

Problems you are having in this wall of text is your build/play style

Up to you to fix it



LLOL , warrior does not struggle in sanctum? except that GGG them selves came out and said "oh yea they do"

stop pulling shit out of your ass, if you are using hammer of gods with a bleed build to "express how warriors are fine in sanctum" then go again and learn what melee means. even i am abusing hammer of gods bleed right now, and i am not a bleed char.

try without hammer of god or bleed WHICH IS LITERALLY what warrior ascendencies are designed around, non bleed stun based design.
tell me how do you feel without bleed when you have to hug everything in sanctum and swing for 90 years.

the very fact that your type keeps bringing up how "it's a build issue" is funny to me because i can bet you have never made a char in your life. and i've never coppied a build in my life and i've never failed to clear all game content on cheap budget in poe1 in any char i created from scratch.

and yet the "can you do it" have never been the argument. it is about why the fk do i have to do things that my char is not supposed to do in order to progress?


so how about , why the fk do i need to bleed when i am not a bleed char "for one example"


Dont use whatever the build thing you are talking about.


But maybe I should correct my statement:

Warrior doesn’t struggle on sanctum for experienced players

Warrior doesn’t struggle in the acts for experienced players

Problems you are having in this wall of text is your build/playstyle/experience

Up to you to fix it or learn a bit more.



Can you atleast try to come up with some supportive feedback that may be helping devs to understand what should be done to remove these problems or give them some thing to understand your frustration? It seems like people dont even try to make the game better with their comments but just throw tantrums.

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