Huntress - A designers dream, a players nightmare (UPDATE: I was wrong.)

I've been looking forward to playing Huntress since it was announced years ago. The idea of a modern Javazon was my main selling point for PoE2.

My experience playing Huntress has been one of tedium and frustration. The game is not built around being able to spend 10 seconds building up a combo to do any meaningful damage. It feels like the only really meaningful way of doing damage against bosses is the twister, whirling ground + element combo, but I don't believe the first Sekhemeas boss has a single parriable attack.

The class is great to display how the twisters interact with different elements, but the gating of frenzy charges behind parry (and with it, all of your damage) makes the class painful to play so far. I hope this changes by endgame.


EDIT:

I admit. I raged too early. whilst I still think early game huntress was sub-par, Now I've reached maps the experience is so much better. I'm getting to play Javazon!! Please forgive my hastiness.
Last edited by Chanlaa#7114 on Apr 6, 2025, 4:24:42 PM
Last bumped on Apr 5, 2025, 12:56:18 PM
I play twisters and its great, zero problems.
Trying to gain frenzy charges by parrying is very gating and boring. If they can just fix that aspect, some other way to do that in the early game would make things way more fun and smooth.
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Chanlaa#7114 wrote:
I've been looking forward to playing Huntress since it was announced years ago. The idea of a modern Javazon was my main selling point for PoE2.

My experience playing Huntress has been one of tedium and frustration. The game is not built around being able to spend 10 seconds building up a combo to do any meaningful damage. It feels like the only really meaningful way of doing damage against bosses is the twister, whirling ground + element combo, but I don't believe the first Sekhemeas boss has a single parriable attack.

The class is great to display how the twisters interact with different elements, but the gating of frenzy charges behind parry (and with it, all of your damage) makes the class painful to play so far. I hope this changes by endgame.


What 10 seconds? Take half second for one skill.. then like 0.2 seconds to use other... I am advancing quite well using combos on every 2-3 enemies.
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Trying to gain frenzy charges by parrying is very gating and boring. If they can just fix that aspect, some other way to do that in the early game would make things way more fun and smooth.


The only part that I think needs tuning is this.. parry demands you to STOP... so you get frenzy charges... make no sense.
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Trying to gain frenzy charges by parrying is very gating and boring. If they can just fix that aspect, some other way to do that in the early game would make things way more fun and smooth.


The only part that I think needs tuning is this.. parry demands you to STOP... so you get frenzy charges... make no sense.

In the end game I'm guessing ppl will get combat frenzy and build up charges that way. But in campaign it's just a slog atm. It's boring to stand there and wait for attacks. It's worse when mobs only have ranged unparryable attacks. Feels clunky for lack of a better term.
Parry is only good if you want to see the new heavy stun animation.
I experimented with it, you just get hard stunned haha.

I'm serious, i removed my shield, specced dance with death, and never got heavy stunned again with 25% more skill speed. Crazy.
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Trying to gain frenzy charges by parrying is very gating and boring. If they can just fix that aspect, some other way to do that in the early game would make things way more fun and smooth.

Is that really the only way to get charges? Was really hoping there would be other skills later on to generate them. That's really bad design if that's the case. Especially since boss's attacks are unparriable, as OP mentioned, and game gives no indication of what is or isn't parriable. Only way to find out is trial and error which will get you killed.

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