Extra Damage as Type OVERTUNED AS A GAME MECHANIC!!
Specifically for monsters, NOT players!
Just make the modifiers "Increases monsters fire elemental damage by %." Instead it's MORE which is multiplicative and leads to incredible one shots. Same thing for rare mobs getting multiple affixes that give MORE damage instead of just increasing by a flat amount range. DOT area effects/Burning ground still OP. After death effects are not consistent between mob types. Rares being able to revive and corpse explode from off screen, limit their range massively. Can't dodge roll through ground effects. Explodey minions bad. OP Lack of life mods in PT Lack of QOL passives. No way to hit %max res caps to 90. Armour is worse than a Ghostwrithe dress. Evasion/ES gear looks dumb and bland. Give us dye options or better uniques. Crafting is borked and needs massive improvement. Some mobs elemental explosions will detonate after they die. Some will not. Lack of consistency/Player feedback. Frozen mobs finishing their attacks - they should be interrupted by being frozen. Regular mobs 1 tap stunning pretty much everyone not stacking 10,000 ES. Stun Threshold as a stat is useless. Every single roll on quarterstaffs that's not 1. Adds # to # physical 2. Increased Physical 3. Increased Physical/Accuracy OR 4. Increases elemental damage with attacks as your 3 prefixes is BAD. Because ALL quarterstaff attacks convert PHYSICAL to elemental. 4B. IEDw/A does not register on the weapon itself like Crackling Quarterstaffs. Other bad itemization issues for other classes/weapon archetypes goes here. Dying in a map shouldn't end it, it should just work like POE1, where I can use up my portals as my punishment since there is already EXP loss. Overwhelm brokenly OP as a mechanic against players. Double Extra Damage/Monster Damage rolls are broken, make these mutually exclusive. FLATOUT, NO EXCUSES GGG, Only 1 should be able to roll on a waystone if you refuse to remove "Extra damage dealt as _type_" Many maps suck for minions. Minions should not collide with themselves, only the enemy, given how enemies only aggro to the player 99% of the time. Many maps suck for melee attacks too, The dreadnaught just cancels out my effects because of the platforms hitboxes and such. Minions with forward shields should not block every attack. Missing attacks needs to be more apparent. Hit chance should include another line for 'Evasive' enemies, so people have a better idea of how much accuracy to overcap. Many text descriptions and Additional Skill effects from Quality on gems are missing. Minion skills when equipped do not show their basic attacks and stuff so you can't check details at all. IDK, the same sh*t everyones complaining about... someone needs to make a megathread so we can bump it 500,000 times. IDK why GGG didn't get some more internal feedback on this hot mess we're in. IDK why GGG nerfed divine orb drops after letting people exploit it for a week straight. Just let it be a thing, since crafting otherwise sucks anyway. Now there's a whole RMT black market going on and who knows if they've even banned these sh*tlords and prices for stuff are way out of wack. They just want their game to not be any fun and super punishing for absolutely the wrong reasons (not player skill, just BS. like invulnerable mobs with powerful minions extra physical damage aura and then a bunch of ranged minions that chain stun you in 1 hit so you just blow up and die with diminishing returns that are essentially non existant...) Give us dodge roll invulnerability frame, let us modify that, and the length of the roll with item affixes or passives on tree. Add back in movement skills, even if they require like lvl 65 to unlock. (by requiring a higher gem tier than is available in campaign normally for example.) I really love my long walks on the beach to go back and grab loot and click on that last remaining vase because I got nothing but T1-T4 waystone drops in my T15's. Waystone progression should be linear for new players. Doryanni should just sell white versions of all tiers that you've completed up to. EX; if I'm in T15 he should sell 1-15's for GOLD. (PROPER GOLD SINK) Gambling limits make zero sense. Gambling items at hideout is not achievable. Tainted oil doesn't exist. Gambling items in A3 Cruel Refuge are not high enough ilvl. I think they should be a minimum of 74 across the board. I would prefer it to be 74 + CLVL / 2. So if you're Level 100, you can gamble level 174/2 ilvl (87) gear. This would be a huge incentive for gambling and leveling. Price of gambling shouldn't go up arbitrarily. It should be a most heinous warcrime to roll T1-T5 accuracy/elemental damage prefixes on a ilvl 80+ weapon. Let me rephrase, ilvl should reduce the odds of low tier 1. Waystones. 2. item affix rolling low tier should be basically non existant on high ilvl. 3. Anywhere else this would apply. Strong Boxes should just pop out minions instantly. Strongboxes can just sit there and billow smoke and block ground effects which are critical to players seeing to avoid death. Tight hallways should be a warcrime. Areas between pillars that the character can fit through but are not passable should be fixed. Monsters shooting through doodads with bad hitboxes. Specifically in areas with things like stalagmites where some block it and others don't. But also many areas have bugs like this (pun intended, looking at you HIVE) Vaal factory map has robots that do not awaken so when u full clear the map it still reads "50+ monsters remaining". Either add the generators or a lever or remove them. The mechanical golems are not targetable instantly. They should be just like skeleton minions that rise up, and the player should be able to attack immediately. The bugs that spew fire and crap at you on the beach that have their shells poking out should not have to awaken completely to be targetable with attacks or aoe effects. The delirium monsters should instantly be attackable and not shove you around 20-50 feet when appearing BEFORE they can be attacked. The giant with the fire and laser attacks in A2 on the platform should have it's hitbox adjusted for melee. It's really awful for monk and tempest bell likes to just fall through the map here. (and elsewhere) Some maps like the towers have broken height maps where they do not connect at stairways and there are gaps between the floor and the textures where u can see thru the map, breaking any remote sense of immersion you may have left by this point. I could go on but I'm tired. We need a megathread guys, this sh*t is starting to get old. Fast. I may just go back to POE1 while they get their ducks in order. Last edited by xexorian#7158 on Dec 29, 2024, 12:34:29 AM Last bumped on Jun 21, 2025, 6:33:23 AM
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Yeah when it says "Extra damage as X", it's very unclear as to what that actually means. Is that like....ALL damage? Like if they have a DoT on the ground, does that also deal the extra X damage as well? They really need to specify. "extra physical damage as chaos" or "extra fire damage as X" would be a better way to phrase it I feel.
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Yeah
So if they do 1000 (any type of) damage and you get 40% of Damage as Extra FIRE Damage Now they do 1400 damage. But what if it's a rare with Extra Physical Damage Aura (Probably 40-50%) Deals Extra damage as Chaos (Probably 40-50%) Now it's more like 3,000~ damage. What if the map also has +48% INCREASED monster damage? Well 1000 x 1.48 (increased monster dmg) = 1480 1480 x 1.4 (extra phys) = 2072 2072 x 1.4 (extra chaos) = 2900.8 Damage. ("THAT'S A LOT OF DAMAGE!") Oh wait, there's more! That physical penetrates armour the higher it is, making armour effectively worthless because it pierces it. This is just like how vanilla minecraft damage/armor calculations works. So inspiring to be playing this 15+ year old Java based web game.. oops I mean uh. (I really don't get why GGG thought this was a GOOD idea!) Oh and the Vaal chaos cultists that spam out the purple snake bite animation absolutely claps my cheeks even with 5k Ehp and 75% chaos res. Infact a lot of skills the enemies can do are way overtuned. The other minions hit me for 20-30 damage but some of them even with max res are hitting me for 2500+ out of no where and I'm just dead. It also does NOT help at ALL when I can't even see the ground effects because of terrain, or black smoke, or all the gd spell effects. Or the fact that they're OFF SCREEN. The fog of war on minimap needs to be adjusted to match what the player sees, (it's off center and smaller than the game view) and that really bothers the sh*t out of me. They should let us zoom out more or lower the range of a lot of this stuff. Rare mobs with revive should not be casting stuff map wide. Rare mobs should not even have detonate dead. If they do, it should be minimal damage. Lots of Area Effect damage things should not be stunning players. Only direct hits. Ranged mobs and casters need a huge nerf to damage values, range, and the amount of stun they inflict against players. Or Stun Threshold should be increased across the board by about 50-100% for players by default. A lot of this would be fixed if these multipliers were the same. Let's use my previous example 48%+40%+40% = 128% 1000 x (itself plus 128%=) 2.28 = 2280 damage (not 2900.8) They should be ADDITIVE not MULTIPLICATIVE. If they are multiplicative it begins to get really out of hand especially against the damaging hits above 1,000. ... again we need a mega thread. Good night all. |
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Oh yeah, and Hot Take #2.
Increased Item Rarity should scale like it does currently, HOWEVER, Endgame T15 maps, or in general, higher level enemies should INHERRENTLY drop better currency drops. It's pretty abhorrent trying to complete your 30/30 atlas path points getting up to T15/T16 maps with 0% IIR. I was getting an 0.5-1 exalt on average per run. It was SOOOOOOO bad. Why are harder enemies not dropping good sh*t I wonder. *looks at reddit and forums* oh god. They did THAT.... AGAIN? Come on GGG, why have you forgotten all the lessons learned from POE1? Making your playerbase lose a lot of faith in you... Last edited by xexorian#7158 on Dec 29, 2024, 1:03:46 AM
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If your resists are capped, It's not that bad. A 1000 damage phys hit with 30% extra ele only does 75 extra damage, for example.
If you roll a map with multiple extra damage mods that your build can't handle... just don't run that map. Save it for later, sell it, reforge it, corrupt it, you have options. More than enough maps drop so you can afford to skip some that roll bad. Extra damage as ele/chaos is honestly one of the more reasonable mods. The real overtuned ones are 25% penetration, -15% max res, and 60% reduced recovery (honerable mention to added projectiles). Last edited by Kirana#3430 on Dec 29, 2024, 1:18:03 AM
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You very nearly missed my point entirely.
You can get a map with 2x extra damage mods, AND then get a rare with 2x extra damage mods (and possibly even damage increasing auras) this is (at LEAST) 3 "extra" damage mods with 1 "increase" -- and depending on the mob that gets this, that's an instant kill or not. There should be some form of balance (specifically for non ES stacking builds. currently stacking ES is the only way to live), NOT TO MENTION Everything you JUST SAID can ALSO be on the map/monsters. They can penetrate your resistances ONTOP of this, and often DO. Both are bad, but you missed my point about why the first situation is bad, because it is multiplicatively stacking, not additively stacking damage. This means the more times you multiply it, the actually more ridiculously over scaled it becomes. In other words it's not adding 30-50% more damage for each mod. It's multiplying the original damage, taking that output, multiplying it again, and again, and again. This is overtuned for how tight gameplay feels in general on a non-ES-cheesing build, first of all. (You bet your silly ass they're gonna nerf you, just enjoy it while it lasts!) Secondly, with the mathematical way that armour and incoming damage works, there is zero room for opinion that this is horrendously overtuned and just absolute dumpsterfire garbage logic. You clearly have not understood each individual point I made, though to be fair I did not elaborate on them thoroughly because it was late at night and it's not like GGG is gonna read these anyway. Some community manager might just look at the first paragraph or so and skip right over it. So, whatever. EDIT: To address your specific example, yes if it's a physical and the extra is added as elemental, and ONLY 1000 damage hit. BUT, if it's physical it begins to tear through your armor the more damage they have, and it is indeed NOT 70-90% physical reduction, (The information the player gets IE: Player Feedback via the Game is *extremely poorly thought out* in regards to this to decision making, to the point that the damage penetrating armor is just bad as a game mechanic.) A better way would be to treat both DODGE and PHYS% reduction the SAME as chaos and elemental reductions. Cap both at 75% softcap. Put in passives to raise it to a hardcap of 90%. Put in more passives to raise resistances to 90%. Put more %max on gear options. 1% max on endgame gear is taking a 25% of damage hit and making it 24%. (Effectively a 4% damage reduction in terms of 'FEEL') assuming that hit was NOT PHYSICAL. Overwhelm should function exactly like Penetrate resistances. Both of these effects should scale from like 1 to a MAXIMUM of 15% not an average of 30% or possibly higher. Based entirely on the simple fact ALONE that there are very few %life nodes, and not all builds should be going for the same defensive layers which are the only feasible ones that work currently. THIS IS THE EXACT REASON I QUIT DIABLO 4. EVERY SORC GETS THE SAME "DAMAGE REDUCTION FROM BURNING ENEMIES" AND "FROST NOVA MAKES ENEMIES VULNERABLE". It's build limiting, not fun once you realize what's going on and how to build, and everyone is doing the same exact shit. Making a lot of stats and affixes just make things useless. like some of, if not the majority, of the stuff they've done with poe 2 is terrible - as it effects gameplay to pretty detrimental levels against the player (like the whole iir situation.) It's like they took some things from POE1, then extremely nerfed the crap out of it to try and make sure there were no OP builds, and then they reverted and walked back on some of the changes the community has been complaining about and finally got GGG to get it into a good place, and all to just ensure an artificial (because you can very simply build ES to get around all this) level of difficulty where T16 would be challenging. The problem is, it's just a one shot fest (for anyone trying anything different) because the damaging hits of T11+ mobs starts to scale way way harder than your defenses especially as you reach T16 or start juicing maps to get a reasonable waystone droprate, and even then you will constantly get lower tier waystones with a very slim chance at ones your level, unless you're running irradiated and corrupted maps which adds +2 to monster level, and directly affects waystone droprate. Again, Doryanni should just sell the tier you've worked your way up to as a white, and let the player have another decent goldsink outside of gambling which is also bad. Last edited by xexorian#7158 on Dec 29, 2024, 1:03:30 PM
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Even if you're trying to roll safe mods, vaaling it could cause the map mods to change into multimodded damage as extra modifiers, which means you're basically screwed. It's they're way of locking out content for casual players, they only want no life sweats to play this game, hence the challenges being extra hard.
They keep on buffing and buffing the monsters, and nerfing the players. Heck pure ignite builds in its current state is dogwater, the highest ignite I've seen in the current Mercenaries league only tops at 4m dps, and that's not even accounting for monster mods with Fire and Ignite resistance mods. Meanwhile, every other DOT build deals as much damage at low investments, but can deal up to 20m dps or higher (particularly Phys DOT ones). I'm so tired of rooting for this game and pretending that there are no glaring issues with game balancing. |
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" "+35% damage as extra X damage" is a bit much. Maybe change that to 20% and you can get two of these lines. Also the cost benefit of these map mods is bad. Right now we have bad maps and good maps. Maybe tie extra damage to extra XP? | |
It is a bit much, you would think it's not that bad with max resist...it's bad. The base damage on certain ability/monster is too high, any increase in damage is too much for these. This shouldn't be a "counter" to life build either, if anything Life builds doesn't need any counter, they are already underpowered.
Tech guy
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