0.2c helped a bit, but melee still feels weak

When they reverted a few of the health changes, it made it so white mobs were no longer unbelievably tanky.... but it does not solve the underlying issue.

Melee still feels weak, for two reasons, firstly is the obvious lack of decent defence options in tree that are required for melee to work, secondly is the fact that you can be easily stunned during most melee moves, melee attacks should have a much higher threshold to be interrupted than non-melee, this is important because every monster hit seems to result in a minor stun.

In other news, DoT still does not have generic options on tree.
Last edited by doombybbr#6074 on Apr 7, 2025, 9:23:47 AM
Last bumped on Apr 7, 2025, 12:55:58 PM
By melee do you mean two handed maces, one handed maces, two one handed maces? Spears, quarterstaffs? What do you mean specifically? I'm using one handed mace with tower shield and I never get stunned, but I'm still in campaign. There are nodes for increasing the stun threshold, why not use those? Or the unbreakable support on the skills you find easy to stun.
Impatience is insatiable.
95% of things are weak. Fire, frost or phys builds on xbows are non existant. It's a PoE 1 playstyle wil galvanic or artillery ballista.
"
Gorbarr#2442 wrote:
By melee do you mean two handed maces, one handed maces, two one handed maces? Spears, quarterstaffs? What do you mean specifically? I'm using one handed mace with tower shield and I never get stunned, but I'm still in campaign. There are nodes for increasing the stun threshold, why not use those? Or the unbreakable support on the skills you find easy to stun.

Currently trying spear and the dash that causes bleed feels bad because it is easily inturrupted. But the principle is there in general(a little less with shields, but still annoying).
Last edited by doombybbr#6074 on Apr 7, 2025, 12:56:23 PM

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