Melee balancing suggestions - Remove Giant's Blood requirements

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LaiTash#6276 wrote:
Honestly Giant's Blood is a terrible keystone and should be obliterated or at least moved to an ascendancy. The problem is that maces are balanced around dealing BIG SLOW HITS, so 1h maces just don't work which makes giant's blood mandatory. Fix this, and then move the keystone to an ascendancy.


Heh, if they do that, then my dream of a twink Stormweaver dual-wielding two two handed swords frost blading around will be dead (assuming they add frost blades into the game).


Just wield two one-handed swords. Giant's blood is just too good to not take and it makes 1h maces completely irrelevant. I'm on SSF and i just vendor those with ilevel 20+ regardless of their stats, because why the hell would i ever use them? I disagree with OP that the requirements are too harsh, they really aren't for what you get.
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LaiTash#6276 wrote:
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LaiTash#6276 wrote:
Honestly Giant's Blood is a terrible keystone and should be obliterated or at least moved to an ascendancy. The problem is that maces are balanced around dealing BIG SLOW HITS, so 1h maces just don't work which makes giant's blood mandatory. Fix this, and then move the keystone to an ascendancy.


Heh, if they do that, then my dream of a twink Stormweaver dual-wielding two two handed swords frost blading around will be dead (assuming they add frost blades into the game).


Just wield two one-handed swords. Giant's blood is just too good to not take and it makes 1h maces completely irrelevant. I'm on SSF and i just vendor those with ilevel 20+ regardless of their stats, because why the hell would i ever use them? I disagree with OP that the requirements are too harsh, they really aren't for what you get.


2 1h swords aren't gonna do it, chief. Perhaps I should have said I want to make a meme build for the lolz.

It is a good node overall. Though I wish they kept the 2x requirement like what was in the reveal.
I agree completely, POE1 CI is too powerful for POE2 with no crafting bench to fix resistances and less overall crafting options as well.

Also the fact that Giants Blood feels mandatory for every mace build is an interesting design choice. It makes it so you cannot realistically spec into other attributes for building separate defensive layers or experimenting with any of the interesting auras.
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Giant's Blood requirements is easy to get for titans
also the skill tree have -18 % requirements also you are able to get your weapon - 35% reduced Attribute Requirements some item give a lot of strength(+100) same in the skill tree

i make my warrior and directly i just pick up giant blood np

the time ggg fix the armor update adding a few other skill warrior will not be so bad , the 300 % requirements is for other class having harder time to pick up giant blood because is just so strong . endgame weapon are around 1k each


But not everyone is a titan. And there will be even more strength classes to come.

I am not saying warrior is bad. I leveled to red maps with less than a div investment just like I did with monk.

But if you also play monk you will clearly see the difference of how powerful it is defensively.

You get eva + armor in an ascendancy with no requirements, which is the same as armor + block with huge requirements. And CI on top.

But the real issue is the lategame endgame where everyone goes for rarity. There is the real problem. Warrior has 2 stats in all pieces mandatory, strength + life. And then Chaos res on top. Monk has none. He can literally get every gear with double rarity and don't care at all.

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