Why is warrior getting nerfed?

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Kage#1250 เขียน:
I still think Warrior is going to be great, like a step below of Ranger.


Do you have a build outline for what warrior setup you think will be great?

There are people that think reverse knockback cyclone that does 100k dps is great in poe1.
From what I see right now it looks like Warrior indeed got nerfed heavily. Armor applied to ele is trash except we can reach 100% without a lot of investment, and given the fact that Warrior still struggles with suffixes, now it will be even worse. The RT change could've been okay-ish in some cases, but look at GGG: they nerfed Sunder in advance. By the way, evasive mobs will be much more annoying now. Wanna try missing with your ~1s attack? Well, now you can experience that yourself! Nerf to AoE nodes and EQ happened due to the Titan's ascendancy node and if you ask me, their decision to nerf the whole thing is, plain and simple, stupid. Do people at GGG realize that other ascendancies except Titan won't have any fun playing Slams at all? Yes, in the current patch Titan's EQ could reach stupid amounts of AoE, but the main reason for that was Deepest Tower. With Deepest Tower removed nobody will invest into AoE so heavily, because except huge AoE there will be close to no damage. There are different sources and ways of building Titan of course, and I have something prepared, but that's the endgame story, I still have to "experience" all these changes in the midgame\early endgame. The change to block I don't mind though, I never invested in it at all, even 40% is enough to just have a bit of avoidance against shotgunning mobs. But the Titan's Blood nerf.. oh boy.

To some commenters here: a hypothetical 4k life Warrior with 30k evasion (without block) is better than a 4k life Warrior with 30k armour (without block). And it is not even close. Evasion as a stat was much better even before the buff to evasion, the reason why pure evasion builds considered weak is because they tend to have around ~2.5k life, which is just under the comfortable amount of life, which starts at 3.5k.
แก้ไขล่าสุดโดย grynnder#7112 เมื่อ 23 ส.ค. 2025 14:58:23
I just wanted to pop in here regarding Resolute Technique.

Relevant patch notes for RT:

Players now gain +6 to Accuracy Rating per Level (previously +3), and each point of Dexterity now grants +6 to Accuracy Rating (previously +5).

The Accuracy Falloff penalty now linearly interpolates from 2 metres down to 12 metres. The maximum penalty being 90% less Accuracy Rating at distances of 9 metres or further. Previously there was no maximum and at 14 metres you had 100% less Accuracy Rating.

Lowered the growth on Monster Evasion Rating with level. This results in level 80 monsters having 30% less Evasion Rating than before.

The Resolute Technique Keystone Passive Skill now grants Accuracy Rating is Doubled instead of Your Hits cannot be Evaded.


Currently a level 80 warrior and with just 30 Dex and no other modifiers would have 390 accuracy. Assuming the enemy has 3k evasion, the following would be the current chance to hit using the formula from Mobalytics and the new distance rules:

Distance Chance to Hit
2 meters 56.9%
3 meters 51.2%
7 meters 25.2%
9 meters 5.7%

With the accuracy changes from levels and Dex, this is the breakdown:

Distance Chance to Hit
2 meters 81.4%
3 meters 78.3%
7 meters 56.6%
9 meters 19.6%

With the support gem Precision:

2 meters 88.4%
3 meters 85.7%
7 meters 64.7%
9 meters 24.4%

With the implicit from a single Emerald Ring equipped in addition to Precision:

Distance Chance to Hit
2 meters 93.8%
3 meters 91.3%
7 meters 71.4%
9 meters 28.9%

With RT, Emerald Ring, and Precision:

Distance Chance to Hit
2 meters 100%
3 meters 100%
7 meters 91.0%
9 meters 46.9%

While RT was nerfed, the new calculations make the accuracy rating problem solvable, and more importantly, RT is now not required. There is a support gem called Far Reach that lowers the accuracy penalty by 80% at range, meaning that you can get to 100% chance to hit for most mobs at a range of 7m with a minimal accuracy investment, and RT would make it no accuracy investment to achieve this, and having 1 skill with always hits apply Blind to make all other skills always hit is possible. This is with 30 Dex, if you allocated an extra 20 Dex (in case you want to use more than 6 Dex supports) you would gain 120 base accuracy which with the new calculations is almost as much accuracy as using an Emerald Ring.

You can't look at a balance change through the lens of "they nerfed the only viable solve" when it's nerfed stat is still viable, and it's no longer the only viable way to solve the problem.

Could it be a net negative to warrior still? Sure. Is it now possible to fix in a way that doesn't make that Notable required to solve a problem? Yes, and that in my opinion is worth the change.
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Crious#6604 เขียน:
I just wanted to pop in here regarding Resolute Technique.

Relevant patch notes for RT:

Players now gain +6 to Accuracy Rating per Level (previously +3), and each point of Dexterity now grants +6 to Accuracy Rating (previously +5).

The Accuracy Falloff penalty now linearly interpolates from 2 metres down to 12 metres. The maximum penalty being 90% less Accuracy Rating at distances of 9 metres or further. Previously there was no maximum and at 14 metres you had 100% less Accuracy Rating.

Lowered the growth on Monster Evasion Rating with level. This results in level 80 monsters having 30% less Evasion Rating than before.

The Resolute Technique Keystone Passive Skill now grants Accuracy Rating is Doubled instead of Your Hits cannot be Evaded.


Currently a level 80 warrior and with just 30 Dex and no other modifiers would have 390 accuracy. Assuming the enemy has 3k evasion, the following would be the current chance to hit using the formula from Mobalytics and the new distance rules:

Distance Chance to Hit
2 meters 56.9%
3 meters 51.2%
7 meters 25.2%
9 meters 5.7%

With the accuracy changes from levels and Dex, this is the breakdown:

Distance Chance to Hit
2 meters 81.4%
3 meters 78.3%
7 meters 56.6%
9 meters 19.6%

With the support gem Precision:

2 meters 88.4%
3 meters 85.7%
7 meters 64.7%
9 meters 24.4%

With the implicit from a single Emerald Ring equipped in addition to Precision:

Distance Chance to Hit
2 meters 93.8%
3 meters 91.3%
7 meters 71.4%
9 meters 28.9%

With RT, Emerald Ring, and Precision:

Distance Chance to Hit
2 meters 100%
3 meters 100%
7 meters 91.0%
9 meters 46.9%

While RT was nerfed, the new calculations make the accuracy rating problem solvable, and more importantly, RT is now not required. There is a support gem called Far Reach that lowers the accuracy penalty by 80% at range, meaning that you can get to 100% chance to hit for most mobs at a range of 7m with a minimal accuracy investment, and RT would make it no accuracy investment to achieve this, and having 1 skill with always hits apply Blind to make all other skills always hit is possible. This is with 30 Dex, if you allocated an extra 20 Dex (in case you want to use more than 6 Dex supports) you would gain 120 base accuracy which with the new calculations is almost as much accuracy as using an Emerald Ring.

You can't look at a balance change through the lens of "they nerfed the only viable solve" when it's nerfed stat is still viable, and it's no longer the only viable way to solve the problem.

Could it be a net negative to warrior still? Sure. Is it now possible to fix in a way that doesn't make that Notable required to solve a problem? Yes, and that in my opinion is worth the change.


It's a big nerf to warrior during the early game which is why they most likely changed it in the first place.
Why can't they just let Warrior be good?
Why do the mages have better Tank stats?
Look guys, its not that bad just use the support gem for accuracy.
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Lonnie455Rich#2087 เขียน:
Look guys, its not that bad just use the support gem for accuracy.


which is is nerf because that means one less gem slot for damage when you ran RT and you didnt care about crit until the late game. Nerfs ontop of nerfs ontop of nerfs.
Idk why you would want to worry about accuracy drop of at ranged when all the skills were nerfed enough for the range drop off to not matter.
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Lonnie455Rich#2087 เขียน:
Idk why you would want to worry about accuracy drop of at ranged when all the skills were nerfed enough for the range drop off to not matter.


which is why they also nerfed sunder. lol
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Crious#6604 เขียน:
While RT was nerfed, the new calculations make the accuracy rating problem solvable, and more importantly, RT is now not required. There is a support gem called Far Reach that lowers the accuracy penalty by 80% at range, meaning that you can get to 100% chance to hit for most mobs at a range of 7m with a minimal accuracy investment, and RT would make it no accuracy investment to achieve this, and having 1 skill with always hits apply Blind to make all other skills always hit is possible. This is with 30 Dex, if you allocated an extra 20 Dex (in case you want to use more than 6 Dex supports) you would gain 120 base accuracy which with the new calculations is almost as much accuracy as using an Emerald Ring.


But what's the up-side to the RT change?

The only defense I've seen in the forums is "it's about the same with just a tiny investment in accuracy". But what do you get for the trade off of "no critical hits"? Before the trade was obvious, now the trade is what?

Maybe it's "no critical hits for a smaller investment in accuracy"? Doesn't sound appealing compared to 0.2.0.

RT change on it's own isn't that big a deal, but we simultaneously have negative changes to Giant's Blood, Max Block Chance, and the damage/speed/area reduction on almost every mace skill. It feels like Warriors must have been the best meta in the game, but poe2.ninja is showing this breakdown for builds in Dawn of the Hunt:

Titan: 3%
Warbringer: 2%
Smith of Kitava: 7%

Smith had a respectable showing, but it's still 5th from the most played (Amazon). Keep in mind that Smith was brand new so it got a lot of attention.

What specifically in the patch notes will make people pick Titan/Warbringer/Smith in 0.3.0?

I can only see one thing and that is the changes to totems (which are simultaneously both buffs and nerfs) and the Warbringer ascendancy tweaks.

Although the Ancestral Warrior Totem (which was overly hyped in the reveal) requires 3 endurance charges. That will not be fun if we have to work really hard to get those charges (compared to right now where I can spam my warrior totem whenever I want). Also Mark said "We've massively buffed the warrior totem to compensate for the 3 endurance charges"... but I don't see that in the notes, other than "it scales off your weapon now" -- there there's also a damage penalty which was added for 0.3.0.






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