Melee is bad to play, especially warrior

Melee stinks because of:
- mobs exploding on death
- mobs leaving degens on death
- mobs leaving degens even without death
- mobs with mana sucking or similar aura that you need to stay away from
- we can't properly maneuver around the bosses because we either move OR do damage, so most of the times boss has to be more or less facetanked or evaporated very fast, because we are in disadvantage with doing mechanics

In general this game wants us to be as far from danger as we possibly can, design is against sheer existence of melee classes in that regard. If melee has lower mobility, it should have higher survivability and that's certainly not the case, especially for warrior.

And as for the warrior:
- general feel of the class is bad, it's very clunky, very slow, 1h maces need damage boost because they kinda suck in that regard and 2h maces need to be like 15% faster
- why the hell does armor slow us down if it's hands down worst defense (even after buffs) that everyone tries to avoid if possible?
- armor certainly needs some further changes in damage reduction formulas, because it's still bad for strong hits, you can have millions of armor and stil die from single hit
- elemental resistances from armor are step in right direction, but it should also apply to chaos damage
- some skills like Stampede or Sunder feel extra clunky, Stampede is very cool, but nearly cannot be controlled so you just run around and smash random places, Sunder is just super slow in general
- Warrior needs like TWO TIMES (at least) more HP, HP just sucks in general, so if warrior is supposed to be "HP tank" he needs like A LOT more
- Warrior should be able to clear the ground from degens by slams or explosions, possibly Monk should have similar abilities or Warrior should have A LOT more HP regen, so we can reach even 10% regen/s BECAUSE Warrior has to facetank things that other can just stay away from, being able to "outregen" such threats should be enough
- Giant's Blood applying 3x strength to 1h weapons is bullshit, I also think that strength requirement is probably enough of a drawback and HP nerf is not really necessary, if you want people to not go Giant's Blood by default - make 1H to not suck, because right now it's 2h or wet noodle

Let's say that Warrior stays slow in movement speed which is HUGE issue on it's own. So if Warrior is supposed to not have speed - he should be pretty much unkillable in return. Right now it's slow and clunky, but also very squishy, also damage often isn't exactly there because some bosses don't want to stand in fissures for example.
Последняя редакция: Granathar#7992. Время: 5 сент. 2025 г., 03:28:08
Last bumped5 сент. 2025 г., 14:43:58
I play Warrior as a ranged character with a spear.

The ascendancies and the base class itself is fine, if not underwhelming, considering the following facts:

I)armor sucks
II)the only pure melee weapons in the game, quarterstaff and hammer/mace suck

While I can't comment on the state of armor, because GGG is known to have failed to implement armor properly in both PoE1 & 2.

Instead I would argue that some existing skills need to have their functionality improved to better support melee gameplay style.

1)Disengage, the skill from Spears, should be cast-able when the caster has either a Spear or a Buckler.

I consider this a fantastic QoL improvement, because it gives Warriors access to a mobility skill which propels them backward, allowing them to avoid most of the toxic mechanics for melee gameplay such as explodes on death, and ground effects with damage over time effects.

As anecdotal references, while leveling, using Spears and Armor shields on the same weapon loadout in 0.2 was amazing because I could charge forward and backward with uncanny ease and dodge a lot of mechanics from bosses much easier then normal.

2)Allow melee characters to trade some of their Stun bar, in exchange for jumping over enemies or simply moving through them without stopping.

You can't put all your eggs in the armor mechanic in order to make warrior good because it applies both a lot of pressure on devs to make this mechanic a multi layered safety net, like Energy Shield, while limiting their options.

3)Create skill rotations that don't involve ghimics, like dealing almost no damage to summon pillars of earth, one at a time, to detonate.
Skill rotations should be impactful and brief, no more than 4-5 skills in a rotation for an ARPG.
I agree 100% and pls don't say melee are nice for endgame. It's truth, but I feel I don't wanna play so hardly to even get for endgame. If I would play melee - Warrior / Monk I would leveling until endgame as caster, that's so ridiculous.

My problems with melee:
1) I hit one moob but others in group hit me at the same time.
2) We can't move and attack like ranged? Why?
3) Skills are very slowly, especially on Warrior - it's so off-putting from game.
To me those "pools of something" that enemies do when they die are the worst part, they do way too much damage (even a single white mob can kill you with that), are too common, and forces you to disengage from melee range, which kills your mommentum

Armor doesnt help, i have a lvl 79 witch hunter witch 70% armor and i'm still getting exploded by physical damage (i use sorcery ward is this char which blocks 4k of elemental damage before life, so i know its physical damage that is killig me)

We are in a state where you have to max out armor (or evade and es), max your resistances, put hp in all your gear and still fell like a glass cannon. We have to invest too much in defenses for nothing.

They could add some forms of mittigate this damage, like some hazzard resistance, or physical resistance (like in Last Epoch), or just tone down the damage of these things

POE 2 is already a game that is very punishing and when i die to one these bs it just pisses me off

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