Maces and Slams Feel Really Bad to Use
To be fair you don't have to deal with Accuracy, Resolute Technique Passive is in the Warrior side of the tree for a reason. You sacrifice your ability to deal crits for not having to worry about Accuracy at all. But thats fine because crit builds need fast attack speed skills which Warrior doesn't have anyway so its not really a downside.
Same thing happens in PoE 1, pretty much all Juggernaut Boneshatter builds use Resolute Technique. Crit builds only tend to be good after you heavily invest into Crit Chance and lot of attack/cast speed. Not just in PoE but most arpgs/rpgs/MOBAs in general. |
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Lets not forget that Monster slams "auto hit" AND are allowed to crit.
Player slams have to deal with accuracy so don't auto hit and if you want to auto-hit then player slams are NOT allowed to crit :( If there were some passive tree nodes that gave [flat] accuracy from STR in addition to DEX that would be great. Maybe a different wheel to get %increased ACTION speed AND %accuracy per STR would also be handy. NOTE: Some attacks have a built in delay that is NOT effected by attack speed BUT can be effected by slows / temp chains / etc.. It may be possible that increased action speed might help with that?? Zuletzt bearbeitet von KingAlamar#4071 um 04.01.2025, 15:36:07
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" Of course some of our skills that are balanced around the fact that they "always crit under certain circumstances" get neutered because of that. I'd ask to give us the tools to take advantage of any skills that "crit if X is true" without having to stack DEX / Accuracy in addition to everything else we need to stack already. |
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" Sure but again, crits are basically not a thing for Warrior because of the natural slow attack speed of hammers. Crumbling Hammers are basically meme-weapons where GGG dares players to figure out how to make a Warrior crit build. The basic formula for crit builds is ton of Crit Chance + Ton of attack speed in 99% of rpg games. And PoE 2 Warrior lacks both. Zuletzt bearbeitet von MEITTI#3999 um 04.01.2025, 15:35:44
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" A Crit build doesn't necessarily need to attack quickly esp. seeing that crits no longer guarantee that you inflict bleed, poison, ignite, or similar. If I'm wrong would you mind explaining why Crit & speed "need" to go together?? GGG deliberately decoupled those -- hopefully for a good reason (??) AND gave us at least one important auto-critting skill that is slow. FYI: I'd like to get extra damage once in a while as anything that doesn't get one-tapped still might get an ailment [ignite, bleed, etc.] and having larger DoTs because of larger hits is always welcome. Zuletzt bearbeitet von KingAlamar#4071 um 04.01.2025, 15:45:41
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" To maximise the chance of landing a critical hit. If you invest 20+ points to Critical stats then the chance to actually get a critical hit needs to be at the very least 20% before it starts feeling viable. Either that or you attack with a machinegun speed with 10+ attacks per second, kinda like what Monk is doing right now. Only way I could see slow attack crit builds working would be some specific Uniques thats guarantee high crit chance for every first hit in 5 seconds or maybe insane Strength stacking or something like that. |
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" I think that bit of tech became widespread a bit later htan the armor explosion one. There will probably be a variety of things getting hit, like that, or using Raging Spirits to trigger Cast on Minion Death, and so on. The entire high end is just a complete mess of stupidly overpowered interactions and/or scaling. |
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Honestly, i think that there shouldn't be any accuracy involved at melee range. This is a game where the player is given a dodge roll with no cooldown, so, in my opinion, accuracy and evasion should only be accounted for projectiles ! Ranged characters attack from afar, they can rely only on evasion since they are not supposed to be dealing with melee, and if a monster comes close, they will have to dodge manually.
In the same fashion, if a monster wants to evade my attacks upclose, then make him move out of range, with an animation, and stop attacking me for that duration. The most frustrating thing is that, even with resolute technique you will sometimes see your big fat hammer go through the body of an ennemy without touching it, because it seems that ennemies getting up after a heavy stun have some i-frames during that animation ! And one more rant : the Giant in the giant grotto in act 2. This massive behemoth is hugging the platform, touching it with its chest, but i can only hit his hands.... Just imagine the Kitava fight with the same restrictions.... |
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I love to play melee in games and I always try to play it in any varriant there is. Dual wielding a one hand mace in PoE2 feels a bit like "here you have two small sticks go F ur self". Mace skill have penalties when dual wielding 30% less damage or 30% less attack speed. The damage one is there becouse we have the super duper keystone "Giant's Blood" and thus to much dmg from it but why put it on the skill and not just on the keystone it self? the Attack speed one I just dont understand why it is there, molten blast has 30% less speed but gets one moar projectile, earthshatter is the only one that fits somehow but it is still 30%, Volcanic fissure well if someone is using this skill and its feels good to u tell me how u do it otherwise a skill that need a rework or just toss it out. Armour Breaker the only skill that has a nice benefit from dual wielding 40 more attack speed.
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