Feed back on the Witch
Witch
I love Minions!! Currently 500+ hours into the game and have a level 89 internalist and a 59 blood mage. Have much more to say but I'm trying to keep these posts from going on too long. PoE2 has one of the best minion play styles I have encountered in 30+ years gaming! Here are some of my thoughts and things I have encountered while trying to play witch builds. The Chaos DoT abilities and synergies in the passive tree don’t work awesome. This may feel this way because we don't have the third ascendancy that may focus more on this but right now trying to play this does not work well. Contagion AoE size to spread is not enough. And just more skills that interact with contagion or help spread chaos (not minions). I am still working on theories as to what would make this feel better to play. Will add more notes as I come up with ideas. Would like to be able to play without a shield and not get killed all the time (mapping). Minions General Patch 0.1.1 shortened this section - nice Job PoE2 Team Rock on! issue in building minions Def over player Def and having Mobs that 100% ignore the minions and go straight for the player (“carver stalker” for example) (this is more of an issue in end game). Have had rares just keep trying to get to me but being body blocked by minions and just watching them die like a punk without attacking at all. It feels bad. Possibly having rattling sceptre warrior taunt if we can keep them alive they should keep things off us. But a taunt support will likely not feel good keeping everything away. Thought a taut that works on white mobs scaling down on magic and rare could work. Another solution could be to have minions treated more like another player so the threat tables will shift from minions to the player and back. Would like to see more interactions with minions for player bolstering. Something like “bone armor” (but don't give me armor until you fix it lol) “rip apart one of your skeletal minions to give you temporary defenses” something along these lines would be cool. Unit (skill specific) Raise Zombie When casting raise zombie while having power charges and targeting a corps should use the corps to summon not the power charge. This is important when using contagion. While in boss fights. Until level 58 there is no way to create zombies or generate power charges as a witch if a boss summons no adds. Not sure if this is intentional to stop infernal legion from being used on zombies during boss fights. Unearth Something is up with the targeting on this ability may just be the same targeting issue I see in other abilities where I will cast and the skill will go off in a different direction from my cursor. Playing WASD and some times my direction facing determines the direction of the skill and sometimes its the direction of the cursor click (skill bound to left click in both cases) Skills Cast on minion death States that skill that creates minions can't be socketed, however the skill “dark effigy” states that it is not a minion but still cant be socketed. Need a tooltip update on this skill that can’t be used on skill that summon minions or totems Dark effigy The issue here is will its compatibility with passive nodes that affect totems don't all interact with this and the tooltips are not clear enough to tell us what one do and don't interact. Grim feast There seems to be an inconsistency with pick up for the remnants. Sometimes I will run right over them and they don't get picked up. Blood mage ascension I had a horrible time on the Blood mage compared to the infernalist. Partly my fault, I tried chaos DoT build with this ascension and they don't really work together. When I switched to playing more like a sorc with minions, play got a whole lot better. One of the things I really enjoy about the game is how every class feels so different, however once you take this ascendancy it turns you into Sorc play and that is not how I would like to play witch. Probably the same issue everyone has with the first ascension it does not add player power at the time of acquisition. It just makes resources unmanageable at the level that this is picked up. The ascension being underpowered is not an issue for me (can play the whole campaign without ascension). However with the current stance that ascension can't be changed make this bad for new players. As the lack of power (at the start) and difficult resource management is not a play style many people like. And it's really hard to understand that this is how this is going to be just from reading the tree. This Ascendancy also has issues due to the difficulty in life scaling trying to stack max life currently is not easy. Blood Remnants The Range of pick up is too low (also an issue for grim remnants). This is most evident during the fight with Tor Gul, the Defiler remnants are spawning in the middle of the hole he is in and are not able to be picked up. The De-spawn rate of remnants is also an issue (would not be if pick up range was increased); it's a bit too fast because of the “on death” effects requiring you to wait before trying to pick up the remnants. Or you have to walk through the damage to pick them up! I get having to clear the ground for rendered objects however it really makes playing the ascension much harder. Internalist ascension Don't have much to say here. Have not played with the demon form yet. Witch is my current push into pinnacle content and switching the build right now will take too much. The Respawn effect for Infernal hound is terrifying in maps. A small fire explosion next to you is not fun when everything can kill you. Tooltip change for Beidat’s nodes per “Unreserved maximum life” and not just per “max life”. Unless this is a bug and it's not supposed to use the unreserved life total. Noticed the change to my spirit granted from Beidat’s will when taking Beidat’s hand. Last bumped on Jan 17, 2025, 1:13:42 PM
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