Warrior is VERY slow.

What was GGG thinking when they made Warrior so slow? There's no point in even trying to scale attack speed, it's a waste of resources and skill points for nothing. While Deadeye and Storm, with HALF the resource, can clear the map at 3 times the speed. I'm playing with a monk now and the difference is absurd. It's easy to kill bosses and clear the map quickly and safely. It's frustrating, I enjoyed playing Warrior, but slow like this is torture.
Last bumped on Dec 28, 2024, 4:36:43 AM
why is there no point in scaling attack speed?
They're referring to the + total attack time, which cannot be reduced by attack speed. Sunder, for example, will always take at least 1.4 seconds. On the flip-side, bonuses which come at the cost of reduced attack speed are not so terrible because of this.

Sometimes I see someone post a clip of their warrior leap slamming as a counterpoint to lack of clear, and I can't help but find it lame and ridiculous to see them fly through the air in slow motion, even if everything around them dies when they land.
Overall agreed (long road ahead). Not giving up yet though lol. Personally, still trying to make melee work haha. Though in the back of my mind, things like learning PoE1 history...I'm not so sure of the prospects of the future for things to change for melee vs ranged. Not saying game-balance is easy. But overall I'm getting the sentiment that the community does not feel anything has changed on this front -- while some as to say it got to an even worse state (PoE1 vs PoE2). Kripp's recent video on armor seems to shed more light on one component of this matter, i.e. armor. Anyway, I know this thread's about shields lol. Reflecting a bit on PoE1 (though I never played it that much back then), I feel the main game loop design for melee really was to 1-shot the enemy before you get 1-shot, and never really had any/much middleground/Balance at all -- it works fine I guess, but limits build diversity/gameplay-style/choices/etc (thus, alienating a decent portion of playerbase, hence, limiting growth potential/sustainability/replayability/longevity).

Just a thought on the above, but perhaps maybe during development on PoE2, the game devs did some sort of "port" from PoE1 at its current state (maybe back in like way back ~2019 or something, as an example). Then from there, of course, PoE1 continued development/improvements/bug fixing etc from there on its own path, hence the "Balance" in PoE1 today has improved overall. Though, for PoE2, the gamedev from then til now was less focused on those type of optimizations, rather, more focused on actual new content (WASD, gems, campaign, soul-like combat, etc) -- so what was gained in PoE1 was essentially lost from PoE2 (with more additional quirks, bugs, Balance issues, etc -- including the limited crafting woes, etc etc etc). And now, perhaps trying to "merge" what was gained in PoE1 to PoE2 is obviously not that simple as now it's like many diffs between both games (over last ~4-5+ years?). Hence, all the community posts/YT videos about "1 step forward, 2 steps back" kinda thing.

"PoE1 Clone Has No Future!" ;) | EA 0.2 | Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
I've managed to make a saunder build work, movement speed is absolutely mandatory on boots though. GGG really need to just build in speed buffs to items rather than have it take up a slot.
This. Just this. I can't even find words to fit enough the situation of me dying LOTS of times, just because in time it takes me to Sunder the mob pack I was trying to wipe with it, they were able to close in and kill me off.
Make this make sense, please.
Why are other classes allowed to have giant damage numbers, but with fraction of speed warriors need to scratch their butt, and warriors are not? How is it supposed to be "fun"? Like I have a friend, that is playing witch, when we clear the maps together I am not even required to do ANYTHING, because in time it takes me to prime mob pack, breaking their armor, to Sunder them - HE ALREADY WIPES THEM OUT! And kills the rare boss-mob next to that pack!
Male it make sense, dude. Make it make sense...
Last edited by Rakshatra#3659 on Dec 27, 2024, 2:11:02 AM
"
raV#3445 wrote:
why is there no point in scaling attack speed?


the Total Attack Time in slam skills can't be reduced by attack speed.

other slam skills without Total Attack Time, got something else time punishment that makes attack speed even worthless.
Ironically, I feel like my current build is closer to the game's design intention than most people, particularly for maces.

I went into the game deciding to be silly and make a character based on one of my D&D characters. As a result, I rolled a mace chronomancer (because axes aren't in the game yet). I wasn't interested in the CDR HotG build, and instead mostly wanted to have really strong slows. As a result, even in maps the game feels a bit more like the campaign, in that I put down Temp Chains and between that and Apex of the Moment, everything is slowed I think about 45-90% depending on rarity, giving me time to play out all those slow windups mace skills use, or reposition appropriately.

Granted, I am also well aware that makes my clear speed slow compared to other builds, which is why balance still needs a lot of work, but I still find it funny that the main complain about mace builds is something my stupid build circumvents.
"
Ironically, I feel like my current build is closer to the game's design intention than most people, particularly for maces.

I went into the game deciding to be silly and make a character based on one of my D&D characters. As a result, I rolled a mace chronomancer (because axes aren't in the game yet). I wasn't interested in the CDR HotG build, and instead mostly wanted to have really strong slows. As a result, even in maps the game feels a bit more like the campaign, in that I put down Temp Chains and between that and Apex of the Moment, everything is slowed I think about 45-90% depending on rarity, giving me time to play out all those slow windups mace skills use, or reposition appropriately.

Granted, I am also well aware that makes my clear speed slow compared to other builds, which is why balance still needs a lot of work, but I still find it funny that the main complain about mace builds is something my stupid build circumvents.




Interesting...so which Mace skill/gems are you using for that melee hybrid Sorc build of yours..? As you'll need quite a bit of strength for them no? And where are you getting that strength from...as the passive tree for Sorc lacks strength...And you're tanking via your ES or what..? And how about damage..looking at the Sorc tree briefly, looks more for spell damage, not really melee damage nodes -- what kinda damage nodes are you prioritizing?


"PoE1 Clone Has No Future!" ;) | EA 0.2 | Trade is EZ mode. ;) | Path of Trading ;) | "TLDR: -1 Devs ohhh" (Lol.) | "I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4." ~Elon Musk, 2023 | "Dawg", "IQ 48" ¯\_(ツ)_/¯ | [Removed by Support]
For any shieldbros: the southcentral portion of the tree has a Notable that gives 1% Movement Speed for each block that's occured within the past 10s "Parrying Motion". There's physical dps related nodes along the path to it too.

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