Unarmed is Inherently Flawed! Thoughts on 0.3.0 from a punch build veteran.
" True my bad, i just checked poe2db, there are claws actually. | |
Let the man punch.
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The biggest issue here, and this is an issue with MANY builds in PoE2. Is that the choice to forego +skills on your weapon is insanely costly in PoE2 as compared to PoE1. Remember 2H weapons go up to +7 and 1h weapons go up to +5 iirc (with another +1 or 2 coming from shield). That is HUGE and every build has to weigh up if it can really drop that many skill levels just for whatever alternate stat line you could have there, and most are going to answer that they cannot drop that stat line.
Even if you could get some extra damage on fists, how are you going to replace SEVEN skill levels ?? I just don't know why they went so crazy with the skill levels in PoE2. Were they just expecting it to be counterbalanced by mana costs, which they seem to be trying to make a problem to be managed (rather than solved) in PoE2? |
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The high skill levels that can be reached with equipment is an issue that compounds here. In the first league I reached skill level 36 or 37 with the bleeding concoction build.
I don't want to be spiteful towards my favorite game, but I'm afraid that I need to start calling 'unarmed' a gimmick. This is a loot game... no? Why are there builds that require me to give up loot? "You're not giving up loot because your other crafts become more important. It's just a different playstyle, man. If you want to punch someone, then definitionally you don't want to use a weapon." Look here Timmy. I didn't choose the "unarmed" status. GGG locked punch animations behind it. "You'll get Facebreakers." I've already done that. How about we reduce all other combat styles to using 1 unique (with no craftable base version), and see how much build variety we get. "Clam down." Hollow Palm Technique is SCREAMING at me that punch builds will NEVER get the same base damage as other combat styles. Why? Because the strongest mechanic about it expects you to get a fuck ton of attack speed and crit chance. I've seen the math! T1 items before sanctification or corruption allows for 11 attacks a second and 100% crit chance. 11 attacks a second cannot make for an enjoyable punching experience. Willing choosing the lowest range of any playstyle should come with clear negatives consequences and some balanced set of positives (mobility/tankiness). Why is a low base damage an additional consequence? You go have fun with the electric, energizer bunny, windmill style of hand-to-hand combat they're giving you. I'll just be replaying the starting area using the default punch animation while dancing around the starting boss with my dodge rolls. That is honestly the most fun I've had in POE 2. When I first loaded up this game, and experienced that starting area while ignoring the starting weapon they threw in-front of me, a small part of me believed that MAYBE this game was balanced around the starting punch ability that all characters have access to. That MAYBE balancing started with taking the least advantageous style of combat, creating solutions to those negatives, and building additional options from there. I am a clown, and that idea is my biggest joke. I thought POE 2 was going to be a more drawn out, combo orientated fighting experience. I thought they were leaning towards a more animation locked style of combat that relied on skillfully accessing when to pressure an enemy and when to pull back, buff up, and dive back in. What personifies this idea more than a hand-to-hand style of fighting? |
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