Warrior Playthrough Feedback
I love the warrior class, but it has major issues when it comes to clearing that make it very unfun. What truly carries the experience is how it feels to engage with a rare mob, or a boss. Single target situations feel amazing because you have the time to setup and land very juicy combos. However, when clearing it feels like you dont have the same ability. The combos and tools that exist for clearing seem to have some massive issues that I have outlined below.
Still having a blast and looking forward to any future improvements for the class. Thanks GGG! Boneshatter - This ability feels amazing and one that you feel rewarded for playing around. However, it has one massive annoying downside. It can only proc when the enemy is primed for stun. In the case where you aren't building up enough stun to reach the threshold, this makes sense, however, there's alot of cases where you go too far beyond the prime threshold and stun the enemy which makes boneshatter straight useless. This is an issue when doing general zone clear because this ability seems crucial for your aoe clear. The biggest reason this feels annoying is because I feel punished for doing too much dmg/stun in one hit. Its like im being punished for being too good of a warrior. I also dont have any tools available to prevent the enemy from being stunned so that I can use this ability instead. Also, this ability becomes useless with the ascendency in Titan that makes your hits crushing blows. I am not sure if this is a bug but the indicators for prime for stunned disappeared and this ability became useless. Knock back on heavy stun - This feels like a punishment when it happens. The enemy gets pushed back, and then I have to change my position again to be able to hit them which uses up precious stun duration. This also has extreme anti synergy with my aoe abilities that want them to stay clumped up for me to take advantage of their stunned state. Again it feels like you are punished for doing a thing that your class is designed to do. Rolling Slam - Even after the buff I just dont understand the point of this ability. It doesn't seem to out dps your auto attacks or other ability options, and it also doesn't seem to be better for building up stun from what I can tell when playing. The skill is extremely satisfying but just feels worthless. Even if i wanted to use it for damage, I cant scale its aoe to be enough that it feels good while clearing zones. Also, with the most recent buff it seems like an aim to take advantage of the damage while the enemy is stunned but there are so many other better options for taking advantage of stuns then this ability. Also, the knock back built into the skill makes it harder to hit enemies with both hits it feels. Earthquake - I dont know what function this skill is supposed to hold either. The extremely long duration of the jagged ground makes it pretty worthless to clear with despite its massive aoe that you can scale to great levels. Even with less skill duration gem and then only wheel for more less duration scaling, you can only get the duration down to 1.9 seconds. This would be bearable potentially if it didn't have another aspect to it, which is the fact that you cant stack instances of ability on top of each other. This wouldn't be an issue if it was strickly on top of your last attack, but it just wont work anywhere that already has any part of the jagged ground. This is a problem because you want to scale aoe on the ability and on your class in general. So you have to move quite a bit to attack again in an area that doesn't have any of the initial jagged ground which is super clunky and annoying. It also just doesn't make sense to me that this restriction exists given that the skill states you can have up to a certain amount of eq's out at a time. Given that you limit how many can be active it once, i dont get why you couldn't have them be able to be layered on top of each other. Less attack speed penalties - Initially it made sense to me that some of the abilities have built in minimum attack times to make the skill and maces categorically different. However, if this is the case, I dont understand why there are so many less attack speed penalties that make them even more clunky and slow. There are solid two handed wheels on the tree that both have this downside, and another wheel of less attack speed that is none weapon specific. You also even have the support that has a less attack speed penalty as well. On top of this two handers have low base attack speed to begin with. It just seems like there are too many layers of stacking slowness that make playing with two handers feel very clunky and slow. Last bumped on Dec 20, 2024, 7:44:01 PM
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Yeah the mace attacks are almost all really slow, and I feel like "on stun" effects just aren't that reliable. I have found a Warrior build I like, but that build is based on NOT attacking with my mace and instead using Seismic Cry and Rampage Totems, and you only get those after going through half the campaign. Honestly next time I level a warrior I might just use an Essence Drain build until I get Seismic Cry then respec.
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