Spears are wholly underwhelming, and parry is a meme

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saashaa#5518 เขียน:
parry is a meme because the entire end-game is just one button hold and playing anything different is getting you out from trading and economy as it's not efficent. Parry is viable only on HCSSF


Wouldn't want to place all my bets into a buckler basket in the hopes that 2 abyss rares don't instantly oneshot my stun bar while holding up a buckler in the hopes to double the damage my next melee attack.

Sounds perhaps SSF, but wouldn't really take that strategy into HC at all.
Another day, another time where we're waiting for a mob to throw an attack our way so we can hope to parry it =).

Rework or bust.
I'm just checking in to see if bucklers are good, yet. Looks like not yet. Thanks, everyone!
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ac429#4687 เขียน:
I'm just checking in to see if bucklers are good, yet. Looks like not yet. Thanks, everyone!


Good?

These are the buckler numbers without the unique spear currently on poe2.ninja:

- spear/sceptre 2%
- spear/nothing 1%
- spear/shield 0.4%
- spear/buckler 0.2% 😂
- spear/focus 0.1%

At this point I'd settle for just functioning instead of good.
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MattiKettu#3535 เขียน:
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ac429#4687 เขียน:
I'm just checking in to see if bucklers are good, yet. Looks like not yet. Thanks, everyone!


Good?

These are the buckler numbers without the unique spear currently on poe2.ninja:

- spear/sceptre 2%
- spear/nothing 1%
- spear/shield 0.4%
- spear/buckler 0.2% 😂
- spear/focus 0.1%

At this point I'd settle for just functioning instead of good.



Maybe these numbers are for the devs who are actually beta testing the buckler during the season.
Suggested rework pattern to simplify spear playthrough without locking it into a specific setup:

1. Parry problem

Parry --> Reworked into proactive move (swashbuckle), applies a debuff to enemies which gives them a surpassing chance of their next hit to be deflected (normal monsters would have next ~5, magic next ~3, rare next ~2, unique next ~1), causes the player to do more melee damage for ~4 seconds, based on the total power of the monsters hit. Finally, monsters are with the swashbuckle debuff on it who take melee damage have a chance to grant a frenzy charge to the player. 100% life of a normal mob, 50% magic mob, 30% rare mob, 20% unique would give a 50-75% chance of a frenzy charge (lvl1-20 parry), q adds another 0-10% to chance to get a frenzy charge, charge gain effect can only occur once per swashbuckle.
Swashbuckle also resets the attack swing of the mobs, can only be used if stun bar is below 75% and builds up your own stun bar based on the total power of the mobs hit. Swashbuckle itself cannot stun the user (so max after swashbuckle is 99%)

2. Melee spear problem

Given the above implementation, first start off by adding +3 to +5% base crit chance to all melee spear skills, just to bring them in line, and secondly remove all secondary "parry" interactions, instead let them interact with frenzy charges instead. Disengage just reworked to something else, like a detonator skill or so.
Secondly, primal strikes: let the first two strikes be able to shock, spirits can never shock anyway since that's a payoff skill, but just having the first two be able to shock should already drastically improve this skills usecases.

3. Detonator vs Frenzy-charges

Very simple, all the ranged skills that have detonator status options and frenzy charge options get the buff: if you manually detonate the spear, it gets the same benefits as a frenzy charge explosion. This is at least already a 2 button interaction, where as the frenzy charge can be potentially fully automated, so manual detonation deserves the benefit of the doubt.
Secondly, either chain-link the spears, or add a support for chain link: detonating 1 spear of that skill detonates all the spears, so you can do a lot more fun things with it.

4. Attack speed modifiers

Pretty simple, just bring them in line with talisman and speed things up a bit.


5. Closing thoughts

Add a pushback prevention for all melee skills: if you have a melee-capable weapon in hand, you are 95% more resistant vs pushback from mobs. If you want to, add in the statement about used a melee skill in the last 8 seconds.

Bonus: if you wish, change the way elemental sundering works because right now it's extremely clear which explosion gets triggered first (this matters for bleed & incisions), instead just sum all the ailments on a target and then do a single explosion composed of all the damage types which it consumed.

Finally if you really want to keep parry around, just bake it into a single unique buckler or so for whoever wants to meme around.



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There, now spears are fun and interactive.
แก้ไขล่าสุดโดย MattiKettu#3535 เมื่อ 1 ม.ค. 2026 14:55:26
I have a spear Amazon this season that uses Glaciel/Glacial? Lance (wow my brain is not working). It is ok, can clear most content, is carried heavily by the fact that the tree gets a boatload of movement speed and the Rhoa.

#1 Problem is either the tie down to charges, the reliance on bleed which as far am I aware currently is not great, or some weird conditional effect like Rapid Assaults explosion.

How to fix it. Easy, remove charges and create a buff instead, frenzy charge gives "Frenzy" power charge grants "Power" endurance charge "Endurance".

These buffs last for 4s default and can be increased in duration on the tree by collecting the current passives that everyone knows exists, looked at once and said "Why would I ever get that" and never thought about again.

While you have this buff, skills that can be empowered are empowered by said buff. It will require an investment in passives/gear to provide a different scale of power.

For rapid assault, just make it have the first few hits have a chance to impale and the final hit consume impales.

Parry is not tied to spear in my mind, you can still use a shield with a spear so they are not mutually exclusive.
แก้ไขล่าสุดโดย Cyriac_Darakus#1022 เมื่อ 1 ม.ค. 2026 15:09:11
Parry is indeed exclusively a melee spear problem!
Instead of breaking the economy with random Saturday patches, maybe rework parry, spears, and melee overall.

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