Quarterstaff skill feedback after 220h of staff only gameplay

well designed skills:
Falling Thunder, Glacial Cascade, Tempest Bell, Vaulting Impact, Ice strike, Wind blast, Storm Wave, Charged staff - basically all viable skills which feel good to play around

clunky but good:
Killing palm, Staggering palm, Shattering palm, Hand of Chayula - hit reg seems very clunky and sometimes it just does not connect even though it should, which is rather frustrating, but overall I like all of them

skills with terrible mechanics
Gathering storm - hitting small timing feels bad to play after like 15mins of gameplay and the skill does not seem strong enough to fully build around with the helmet -> either full rework of the skill or it auto releases after some time with perfect proc
Whirling assault - idk, who had the idea, that this skill locks your movement. It does not feel good to use, I would even say it is the worst skill I have ever interacted with in PoE2 and PoE1, tho it seems to be reasonable powerful for bursting with bell, charged staff and staggering palm -> please let us freely move while using it - something like timed cyclone or blade vortex
Wave of frost & Frozen Locus - I don't like the "hop back" integrated into all of these, I do not see reason for it since I can cast and manually dodge roll if I feel like it. It just makes it absolutely annoying to use and/or move that behavior into support gem

didnt play:
Flicker strike - tried, but I havent fully build around it, so I dont have opinion on this one, but it seemed mostly ok

Progression:
I would shuffle some skill in their respective tiers and I 100% believe a charge spender should not be the first skill you get access to. Monk is fun only after you get the bell, which also does not seem great to basically have every build built around the bell. It seems like for absolute majority of monk builds you get the last "main skill" in IX category(charged staff) or VII(storm wave), which feels underwhelming from playthrough experience, since at that point you know there is nothing "feels good to play" until you figure out some insane charge sustain for flicker.

Charge generation:
While it is solvable problem right now, it just does not feel great especially since there is 3 spenders
Last bumped on Dec 23, 2024, 11:58:39 AM

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