Hey, why is Accuracy still a thing for melee?

It's interesting that Ranged attacks have an accuracy penalty, scaling with distance. But penalties for ranged instead of buffs for melee feels wrong. And, as I explain way down the post, the penalties don't entirely exist for ranged attackers anyways. It's just yet another melee gotcha.

Short version of feedback: Game would feel a lot better if accuracy was far higher within 2m, falling faster with distance to reach the same accuracy at max penalty as current.

Longer version

Anecdote time. I was hoping the base formula would be different this time. Maybe it is and my memory is harsher. But in the 30s, seeing 80% accuracy vs enemies within 2m. Now I have to fix it, which means now I'm running Precision on Time of Need, because that's stronger than Scavenged Armor. I built for Scavenged Armor, even invested in Breaking because of it. But not dying is stronger, so I get to just not play my intended play style for the next 10-20 levels until I get more Spirit.

Another stat sink? Really? Resists already need to DIAF as a gear sink, making gobs and gobs of stats required instead of fun. Now add in armor, life, recovery/regeneration stats. Am I supposed to be adding Accuracy to that stack as well?

So... how much of my affixes are allowed to be for the things I thought were my "build"?

The tree. There are no accuracy nodes in warrior area. Nor in the templar or witch areas. There's one cluster in the Shadow area.

1000 nodes on your passive tree are just ego-strokes for your game if you expect Resolute Technique on every warrior. Not to mention what it means for the 19 crit-related nodes in Warrior section.

Or was I, again, supposed to solve this through the same support gem and gear sinks as every other warrior? This means gear is randomized to function as a slot machine, instead of creating perturbations in build diversity. That's probably more introspection than this thread needs though.

Spells don't have accuracy. I acknowledge I could be wrong here, but they don't seem to have much in the way of comparable stat sinks.

It's not really a sink for ranged attacks either, is it?
Ranger and Mercenary build Dexterity. It's expected. If that's not enough for accuracy, they hold all the Accuracy nodes, too.
So rangers are paying comparatively very little to hit all their shots, while warriors are expected to, I guess, all bee-line to the same Keystone.

Doesn't feel great!

Note: I want to be transparent: I don't have any high-levels in Poe 2 yet. But any response telling me how I'm building things wrong or don't know how it's going to be at higher levels is likely missing the point.
Last bumped on Dec 28, 2024, 2:47:32 PM
There's a passive nearby in the warrior section that adds Accuracy equal to your Strength attribute.

Monk has 100% hit chance against non-evasive enemies just from dex requirement of their gear. I imagine a warrior stacking 400+ strength would be in a similar state of 100% melee accuracy. Granted, evasive enemies would suck more.
It'd still be a 5:1 ratio in favor of the dex builds. It does feel like something that should be an "interesting" obstacle for ranged to deal with is instead a hefty penalty to melee. I find myself taking Resolute Technique on my warriors because I am spending my stats on my gear for survivability as opposed to raw accuracy or dex. I don't think having it in a state where melee can entirely ignore it is good design either, but at the moment it feels exclusively like a melee/warrior problem. I never once had any accuracy issues on my ranger though I did only do a few maps on them before switching to hc on a warrior where I've enjoyed myself a lot more.

I think bringing up spells and accuracy is really good train of thought that could be explored to "solve" some of the problems with overperforming sorc builds, but that's a discussion for another thread.

Outside of some boss attacks being easier to avoid if you are closer to their origin, melee really feels like it is getting the short end of most systems.
Accuracy needs to be removed altogether. From an action game perspective, it doesn't feel good or make sense to see an arrow or melee attack go through something without any connection. The "accuracy" in an action game is up to executing the right skill at the right time. Just get rid of it already. Bethesda smartly did it in TES4.
Last edited by Shrodin#0981 on Dec 28, 2024, 2:48:17 PM

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