Melee Feedback
So i have played several warriors through campaign and interlude this patch.
I want to first say Melee feels way better now that armor is a meaningful defence stat. So some points i like to see improved. I played a Strike based build on Warrior and it felt good, but please give us another "Strike" ability. Having to use Armour Breaker for the debuff is fine but then switching to Mace Strike since there is no other good Strike felt very bad. Might get better with options like Flail,Swords and Axes but right now it feels something is missing. Second, and this is my biggest pain point, please rework the Light Stun and Heavy Stun animations on enemies. Setting up a stun on a melee character just to see the mob stumble back several steps making me waste halve my stun duration on getting back into melee with it feels EXTREMELY bad. Even more so on bosses. Although on bosses this is mostly a problem for humanoid bosses as the bigger ones dont seem to do that. You want me to use combos and make use of stun, then please dont punish me for using it. Last one is a dual wield question, why cant i wear a one-handed mace with a one-handed spear? Does it say that anywhere because i didnt see anything stating this. Also will this be for all other one-handed weapons? Can i only ever equip two of the same weapon instead of combining them? Last bumped16 сент. 2025 г., 10:35:25
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melee sucks big time.
Just go Archer/Mage/Minions. |
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+1 on the stun knockback
Boneshatter is also a strike skill, but I agree that there's no strike options really other than mace strike for a main strike ability. " Nowhere is it stated that a spear is 1h/2h, you can only equip a defensive offhand, that's its basic equipment restriction. You can't dual wield spears even with Giants Blood, so they just can't ever be equipped in the offhand slot. Its essentially in the same class as (cross)bows, main slot only with specific valid offhands. I assume that with the current skill design we see with maces that you will have to use 2 of the same weapon class though, unless they have skills that allow you to use any martial weapon (like shockwave totem currently has as a restriction). The way they tell you that you can't dual-wield is by not letting you dual wield with them. Последняя редакция: skiskow#1347. Время: 14 сент. 2025 г., 19:18:21
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You don't even need Armor Breaker to break armour.
Just grab a second weapon that applies uses both Poison and Corrosion support gems...these will cause your poison damage to break armor. The best part about this combo is that you can use it on Ranged Attacks, so your second weapon set can be Spear + Shield of your choosing so you can maintain defensive bonuses during end game. |
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" Thanks i hadnt considered that spear might be special in that case. I hope when we get 1h axes and swords that we can combine them with maces, i would hate it if you cant. Would give at least one advantage to dual wield compared to a twohander. |
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