Warrior mid-game (and all melee related) need a gigantic buff

Playing ranged has been fun, now im trying the Warrior as my 4th character and let me say its a completely different story. Absolutely no single target damage for bosses, im ending up using the mace strike 200 times to slowly, and i mean very slowly, getting the health down. Using giants blood node but i doesnt do much. Perhaps this will changed in the end game but mig game is a nightmare for sure and takes the fun away.

Also melee or close range in general is very punishing, especially with the trials. There is no way GGG has playtested this before release so now you know.
I know honour has been "fixed" by scaling with distance, but we are no way near being balanced between ranged & melee. And of course the honour system should be put in the trashcan together with the huge debuffs from the chaos trials.
Last bumped9 янв. 2025 г., 17:44:23
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Autopsy#0737 написал:
Absolutely no single target damage for bosses, im ending up using the mace strike 200 times to slowly, and i mean very slowly, getting the health down.

Not completely true. There is "Perferct Strike" which is more or less one target damage. It can shoot multiple ones, but you will be glad you hit the boss. It throws quite a punch too, but charges for quite a time too and you need to learn to release it just in the right time.

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Autopsy#0737 написал:
Also melee or close range in general is very punishing, especially with the trials. There is no way GGG has playtested this before release so now you know.


They surely tested it, but maybe they used some gear template so they didn't have lacking gear like real players.

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Autopsy#0737 написал:
I know honour has been "fixed" by scaling with distance, but we are no way near being balanced between ranged & melee. And of course the honour system should be put in the trashcan together with the huge debuffs from the chaos trials.


Boss can quite easily drain your whole honor in few punches from 100% to zero. As you are practically a tank, it doesn't make any sense to lose "honor" by being hit. Melee warrior fighting from a distance is called a coward, not honorable.
Последняя редакция: Puliver#7825. Время: 9 янв. 2025 г., 16:59:52
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Puliver#7825 написал:
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Autopsy#0737 написал:
Absolutely no single target damage for bosses, im ending up using the mace strike 200 times to slowly, and i mean very slowly, getting the health down.

Not completely true. There is "Perferct Strike" which is more or less one target damage. It can shoot multiple ones, but you will be glad you hit the boss. It throws quite a punch too, but charges for quite a time too and you need to learn to release it just in the right time.

"
Autopsy#0737 написал:
Also melee or close range in general is very punishing, especially with the trials. There is no way GGG has playtested this before release so now you know.


They surely tested it, but maybe they used some gear template so they didn't have lacking gear like real players.

"
Autopsy#0737 написал:
I know honour has been "fixed" by scaling with distance, but we are no way near being balanced between ranged & melee. And of course the honour system should be put in the trashcan together with the huge debuffs from the chaos trials.


Boss can quite easily drain your whole honor in few punches from 100% to zero. As you are practically a tank, it doesn't make any sense to lose "honor" by being hit. Melee warrior fighting from a distance is called a coward, not honorable.




As a 94 Warrior, I'm willing to go out on the record and die on this hill that Perfect strike is god awful.

The charge up time coupled with the attack distance coupled leaves you completely open to getting wrecked at every turn, vulnerable to every modifier as you continuously get blasted.

The hit box on perfect strike is also another problem, far too often it just simply misses even with resolute technique while standing DIRECTLY NEXT TO THE TARGET.

I wanted to like Perfect strike, I tried to make it work, however with the necessity of Warrior needing to be in the firing line of 100% of mechanics in this game it is just simply a bad skill. It does not do the amount of damage risk vs reward that the skill should command.
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Pvarien#7490 написал:
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Puliver#7825 написал:
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Autopsy#0737 написал:
Absolutely no single target damage for bosses, im ending up using the mace strike 200 times to slowly, and i mean very slowly, getting the health down.

Not completely true. There is "Perferct Strike" which is more or less one target damage. It can shoot multiple ones, but you will be glad you hit the boss. It throws quite a punch too, but charges for quite a time too and you need to learn to release it just in the right time.

"
Autopsy#0737 написал:
Also melee or close range in general is very punishing, especially with the trials. There is no way GGG has playtested this before release so now you know.


They surely tested it, but maybe they used some gear template so they didn't have lacking gear like real players.

"
Autopsy#0737 написал:
I know honour has been "fixed" by scaling with distance, but we are no way near being balanced between ranged & melee. And of course the honour system should be put in the trashcan together with the huge debuffs from the chaos trials.


Boss can quite easily drain your whole honor in few punches from 100% to zero. As you are practically a tank, it doesn't make any sense to lose "honor" by being hit. Melee warrior fighting from a distance is called a coward, not honorable.




As a 94 Warrior, I'm willing to go out on the record and die on this hill that Perfect strike is god awful.

The charge up time coupled with the attack distance coupled leaves you completely open to getting wrecked at every turn, vulnerable to every modifier as you continuously get blasted.

The hit box on perfect strike is also another problem, far too often it just simply misses even with resolute technique while standing DIRECTLY NEXT TO THE TARGET.

I wanted to like Perfect strike, I tried to make it work, however with the necessity of Warrior needing to be in the firing line of 100% of mechanics in this game it is just simply a bad skill. It does not do the amount of damage risk vs reward that the skill should command.


I agree that PS is bad, that's why I am not going to play melee past the campaign. But OP mentioned warrior having no single target dmg in midgame, which is not true.

OP, you can have a look at my vid of oneshotting Viper with PS, with cheap weapon I bought in HC but could easily craft myself if I saved up the quality mats:
https://www.youtube.com/watch?v=jud-7qvZ7oc
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Autopsy#0737 написал:
Absolutely no single target damage for bosses


Nah, you just haven't experimented with the skills enough.

Early game is destoyed by shield charge + stomping ground - it procs 3-4 times if used close to the target, deals ~100% of your str as damage and strength is much easier to scale early game than weapon damage.

Mid game is destroyed by Perfect strike - one-shots almost any boss with average 2h weapon.
Also there is earthshatter + fissure - pretty good combo AND scales with attack speed unlike most mace skills which have static "+ attack time".

Late game - obviously Hammer of the gods, unmatched boss-killer for warrior.

Warrior is slow af, sluggish, may suck at clearing - anything but lacking single tarfet.
There is just currently a massive disconnect still at this time with warrior early and mid game kits.


End game DOES Feel better with access to hammer of the gods, but honestly, outside of HOTG the warrior still seems to lack some throwable big damage mid line skills to fill in single target gaps even at the high end.

As we agree Perfect strike in its current iteration is just bad, I think more than anything the gaps in development (Missing skills, weapon sets, passive talent gaps) are hurting the class the most out of all of the others right now.

Obviously I've continued to play the class because it does start to feel better when the kit comes on line but man it takes an incredible investment and a lot of time to reach that point.

I think early and mid game warrior can definitely stand another balance patch with some sweeping changes.

Currently you look at every other class in this game and they all come online easily and quickly while warrior seems to take up till act 3 to start to feel good.

Sorc for instance drops spark arguably its most powerful gem as its FIRST SKILL IN THE GAME.

Feels weird man, feels weird.
Having Warbringer as my main class feels like I’m playing a completely different game compared to other classes. I’ve built into max block using the Turtle Charm, fully ascended, and optimized for survivability with 90% damage reduction + 15% additional reduction from Jade Armor, along with 80% block chance. My resistances are all over-capped. While this setup lets me tank a lot, it feels like it’s the only way to survive on T16 maps, and even then, I can’t run them solo—I have to team up with others. Anything beyond T15 feels impossible to handle alone.

The damage output at endgame for Warbringer is absurdly low compared to other classes. Perfect Strike is inconsistent, and if you invest heavily into block like I did, you lose the opportunity to maximize its damage with other notables. Going Giantsblood and shield forces you into Titan, but then you lose block on all hits, creating another trade-off that feels punishing.

If GGG wants Warbringer to be a viable endgame option, Giantsblood’s strength requirement shouldn’t be as extreme as it is now. Additionally, armor needs much better mitigation. If I’m over-capped on armor, have 2500 health, max block chance on all hits, and max resistances, I shouldn’t be instantly killed by a white ranged minion mob on a T16 map before I can even close the gap. It feels like armor values aren’t functioning as intended.

Energy Shield offers significantly more tank value than armor, but it’s practically inaccessible on the Warbringer tree unless you sacrifice critical notables needed to make the class work. Right now, having 20k armor feels meaningless in certain situations.

The damage disparity is also a huge issue. At late game, Warbringer’s damage output is about 50%-60% less than other classes. You’d think this would be offset by superior survivability, but that’s not the case—especially for a melee-focused class that’s expected to fight up close.

It feels like Warbringer is missing key abilities or mechanics compared to other melee classes that scale better into late game. In its current state, playing this class feels like an uphill battle at endgame, with too many trade-offs and not enough payoff

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